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General Category => Off the Record => Gaming HQ => Topic started by: Syt on May 21, 2021, 01:46:04 PM

Title: Victoria 3
Post by: Syt on May 21, 2021, 01:46:04 PM
So I guess we can open a new thread for this.

More importantly: Victoria 4 when?
Title: Re: Victoria 3
Post by: Solmyr on May 21, 2021, 01:47:06 PM
Damn you Syt, you made the thread before I could! :P

Pop system is going to be in.
Title: Re: Victoria 3
Post by: Syt on May 21, 2021, 01:47:48 PM
I like Martin's announcement. Basically it comes down to "We don't want to dumb anything down, and we promise we try not to fuck this up and try to live up to your expectations!" :D
Title: Re: Victoria 3
Post by: Habbaku on May 21, 2021, 01:50:00 PM
I have confidence in Martin, even if I am not especially jazzed about Victoria 3. I look forward to it.
Title: Re: Victoria 3
Post by: Solmyr on May 21, 2021, 01:50:07 PM
https://www.paradoxplaza.com/news?aid=Victoria3-Announced

Quote
Shape A Grand Tomorrow In Victoria 3
Published: May 21, 2021 7:00:00 PM GMT+0300

The railroad and the telegraph. Steamships and the birth of flight. Mass conscription, emancipation and the campaign for women's rights. The Victorian Age saw a world transformed by new technology, new philosophies and new ways of doing politics. This tumultuous century springs to new life in Victoria 3, a grand strategy game from Paradox Development Studio.

After years of community requests and curiosity about the future of one of the company's iconic games, Victoria 3 is instantly one of the most highly anticipated grand strategy games in Paradox's history. Victoria 3 is a society simulator set in a time of great change. Track the needs and desires of national populations, each group with its own political and material preferences. Conservative factions may resist political reform as growing numbers of tradespeople and intellectuals push for a greater say in how the nation is run. Trade a wide range of goods on a global scale to make sure that needs are met at home, because if people are hungry and disenfranchised, revolution beckons.

Victoria 3 will feature:

Deep Societal Simulation: Cultural, economic and ideological divisions compete for power and resources in one of Paradox's most detailed historical worlds.
Tend Your National Garden: Nurture your population, educating it and preparing it for the future, guaranteeing their prosperity and improving their happiness.
Wonders of the Industrial Age: Scientific and social progress give you the chance to improve the lives of your citizens.
Sophisticated Economic System: Import goods to keep costs low, export goods to enrich your citizens, and then tax that wealth to advance your plans.
Challenging Diplomacy: Maintain harmonious relations with your neighbors or provoke a crisis to grab valuable resources or force open new markets.
Political Dealmaking: Manage competing interests in your government, opening up new reforms but risking revolution if key voices are not heard.
Detailed and Living World: Cities grow and factories darken the landscape on a beautifully drawn map of the 19th century globe. Play any of dozens of nations from 1836 and try to claim your place in the sun.

Victoria 3 will be available on Steam, Microsoft Game Pass and the Paradox Store.
Title: Re: Victoria 3
Post by: Solmyr on May 21, 2021, 01:56:33 PM
I hope they won't try to artificially make every playable nation equally viable or some such. As a minor nation the gameplay should be navigating among the great powers (and hopefully the game gives tools for that), not outproducing the UK economy or conquering the world as Bhutan. Maybe, if you create the right conditions, you could rise to become a major player a la Japan.
Title: Re: Victoria 3
Post by: MadBurgerMaker on May 21, 2021, 01:57:44 PM
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fmrwgifs.com%2Fwp-content%2Fuploads%2F2013%2F07%2FAndy-Dwyer-OMG-Gif-On-Parks-Recreation.gif&hash=3b4d9651d280656dacdcdcf76f70610918caff0d)
Title: Re: Victoria 3
Post by: Maladict on May 21, 2021, 01:57:58 PM
Screenshots
https://forum.paradoxplaza.com/forum/threads/steam-page-screenshots.1475057/
Title: Re: Victoria 3
Post by: Tamas on May 21, 2021, 01:59:09 PM
Map sucks.
Title: Re: Victoria 3
Post by: Syt on May 21, 2021, 01:59:45 PM
Quote from: Maladict on May 21, 2021, 01:57:58 PM
Screenshots
https://forum.paradoxplaza.com/forum/threads/steam-page-screenshots.1475057/

I'm slightly encouraged by a lack of mission trees?  :hmm:
Title: Re: Victoria 3
Post by: Syt on May 21, 2021, 02:00:26 PM
Steam page: https://store.steampowered.com/app/529340/Victoria_3/
Title: Re: Victoria 3
Post by: garbon on May 21, 2021, 02:12:14 PM
:thumbsup:
Title: Re: Victoria 3
Post by: Liep on May 21, 2021, 02:28:28 PM
Yay!
Title: Re: Victoria 3
Post by: Syt on May 21, 2021, 02:29:18 PM
Martin says on the panel that the focus is on society management, and that their goal was that war shouldn't be the driving factor and not creating another map builder. That players should be able to play through 100 years without fighting a single war and still have a good time. Mikael says military will still be important, e.g. to help with diplomacy and a threat of war will be there, but anything you can get through war should be attainable through diplomacy.

Seems like a tall order considering the general Paradox fanbase, and I'm curious if they can pull it off.
Title: Re: Victoria 3
Post by: Solmyr on May 21, 2021, 02:37:49 PM
Well, Victoria 2 has its own group of fans who probably want things like that.
Title: Re: Victoria 3
Post by: crazy canuck on May 21, 2021, 02:48:21 PM
If they can pull that off, I would be very happy.
Title: Re: Victoria 3
Post by: Valmy on May 21, 2021, 03:15:59 PM
I kind of wish they did 1822 to 1935 just to make it continuous with the other games but hey just happy to see another entry in the series.
Title: Re: Victoria 3
Post by: The Minsky Moment on May 21, 2021, 03:16:52 PM
I though Victoria 2 played quite well overall.  It was too easy to boost literacy in countries like Russia or the OE.  You could create an effective bureaucracy in a couple decades with some national focuses, throw some cash at education spending and watch it rise.  In reality those states struggled mightily to put together even a minimally functional bureaucracy, and there were many reasons why peasant education was not a priority.  Unfortunately this is an area where P-dox tends to give in to the fanbase demands for more player freedom of action, at the expense of realism.
Title: Re: Victoria 3
Post by: Valmy on May 21, 2021, 03:18:03 PM
Quote from: Syt on May 21, 2021, 02:29:18 PM
Martin says on the panel that the focus is on society management, and that their goal was that war shouldn't be the driving factor and not creating another map builder. That players should be able to play through 100 years without fighting a single war and still have a good time. Mikael says military will still be important, e.g. to help with diplomacy and a threat of war will be there, but anything you can get through war should be attainable through diplomacy.

Seems like a tall order considering the general Paradox fanbase, and I'm curious if they can pull it off.

Yeah the general unpleasantness of wars in Vicky I think was a turnoff to many in the general fanbase. Not only is it a drain on your economy and your POPs but it can create political uncertainty and instability, all things Vicky players hate.
Title: Re: Victoria 3
Post by: Josquius on May 21, 2021, 03:20:19 PM
Wars as a bad thing was a pretty good and accurate part of the game.
Hopefully they'll make colonising Africa a loss making venture.
Title: Re: Victoria 3
Post by: Syt on May 21, 2021, 03:23:38 PM
I hope they find a better way for influencing minors and adding them to your sphere of influence. The constant whack-a-mole against other nations was just tedious.
Title: Re: Victoria 3
Post by: Syt on May 21, 2021, 03:24:20 PM
Quote from: Tyr on May 21, 2021, 03:20:19 PM
Wars as a bad thing was a pretty good and accurate part of the game.
Hopefully they'll make colonising Africa a loss making venture.

It should be a trade off between prestige and economic benefit.
Title: Re: Victoria 3
Post by: The Minsky Moment on May 21, 2021, 03:25:02 PM
I thought Victoria 2 worked pretty well in that regard - it gave strong incentives to fight short, quick, and decisive wars.  It didn't handle the ACW particularly well but I'd prefer that outcome to focusing the game mechanics on the ACW.
Title: Re: Victoria 3
Post by: Valmy on May 21, 2021, 03:25:47 PM
Quote from: Tyr on May 21, 2021, 03:20:19 PM
Hopefully they'll make colonising Africa a loss making venture.

Well it already kind of is in V2, but you do it for the prestige. That sweet sweet prestige.
Title: Re: Victoria 3
Post by: Syt on May 21, 2021, 03:26:26 PM
Quote from: The Minsky Moment on May 21, 2021, 03:25:02 PM
I thought Victoria 2 worked pretty well in that regard - it gave strong incentives to fight short, quick, and decisive wars.  It didn't handle the ACW particularly well but I'd prefer that outcome to focusing the game mechanics on the ACW.

Most games don't handle the ACW well. Modeling the indecisiveness, incompetence, and learning process of fighting the war is difficult for players who have the benefit of hindsight.
Title: Re: Victoria 3
Post by: Valmy on May 21, 2021, 03:32:40 PM
(https://img-s-msn-com.akamaized.net/tenant/amp/entityid/AAKfdun.img?h=768&w=1366&m=6&q=60&o=f&l=f)

Interesting how they have the political parties being social groups.
Title: Re: Victoria 3
Post by: Syt on May 21, 2021, 03:51:20 PM
The way I understood it, these are interest groups, with pop affiliation depending on pop type, literacy, laws, etc. I assume that instead of parties it's meant to represent which interest groups are represented in government. Removing parties feels like losing flavor, though.
Title: Re: Victoria 3
Post by: Tamas on May 21, 2021, 03:57:46 PM
Quote from: Syt on May 21, 2021, 03:51:20 PM
The way I understood it, these are interest groups, with pop affiliation depending on pop type, literacy, laws, etc. I assume that instead of parties it's meant to represent which interest groups are represented in government. Removing parties feels like losing flavor, though.

For sure but interest groups, as such, are more important. If only one of these can be had to keep the game playable, it should be interest groups.

e.g. You look at the House of Commons you learn exactly zero about the political issues driving British people.
Title: Re: Victoria 3
Post by: Syt on May 21, 2021, 04:04:06 PM
Oh, I agree.
Title: Re: Victoria 3
Post by: The Minsky Moment on May 21, 2021, 04:06:25 PM
Yes, but..

the organization and structure of political parties within a political system matters.  And politics is more about identity into socio-economic categories - for example, section in America, or religion or regional identity in Germany.  The "intelligentsia" of 19th century France captures a fairly broad range of political views to take another example.  A political system that makes  farmers in Massachusetts in the same political "party" as farmers in Mississippi or Texas is going to have problems.
Title: Re: Victoria 3
Post by: The Brain on May 21, 2021, 05:20:04 PM
Quote from: Syt on May 21, 2021, 03:23:38 PM
I hope they find a better way for influencing minors and adding them to your sphere of influence. The constant whack-a-mole against other nations was just tedious.

OK Grallon.
Title: Re: Victoria 3
Post by: garbon on May 21, 2021, 05:27:02 PM
:P
Title: Re: Victoria 3
Post by: jimmy olsen on May 21, 2021, 10:39:13 PM
1836-1936 is a crap time frame.

You're basically obligated to have WWI, so you have to stretch it out to 1920, but even that is going too far for any engine that simulates the 19th century well.

Starting date should at least be pushed back to 1815. It would be better if there were a few different revolutionary start dates, the first being 1792.
Title: Re: Victoria 3
Post by: FunkMonk on May 21, 2021, 10:55:43 PM
Looking forward to a Haitian world conquest by 1936 run.
Title: Re: Victoria 3
Post by: Razgovory on May 21, 2021, 11:17:41 PM
Quote from: jimmy olsen on May 21, 2021, 10:39:13 PM
1836-1936 is a crap time frame.

You're basically obligated to have WWI, so you have to stretch it out to 1920, but even that is going too far for any engine that simulates the 19th century well.

Starting date should at least be pushed back to 1815. It would be better if there were a few different revolutionary start dates, the first being 1792.


Generally you don't want to have a world-shaking event at the beginning or you have outcome of that hanging over the rest of the game.  It is particularly annoying if the world-shaking event always gives an ahistorical outcome.  After the Congress of Vienna is good start.

I do wonder if you would be able to extend the game up the Modern day.  This is about the Industrial Revolution something that is arguably ongoing.  The game that has the latest start date in HOI, but it's not really that good at doing anything other than war.
Title: Re: Victoria 3
Post by: Syt on May 22, 2021, 12:01:14 AM
There's Cold War and Modern Day mods for V2. Not sure how good they are, though.

https://www.moddb.com/mods/victoria-2-cold-war-enhancement-mod

https://forum.paradoxplaza.com/forum/threads/modern-age-mod.807447/

I thought Vic2 would make a better basis for a Cold War game than HoI (the attempt of that was gladly aborted) with its more indirect gameplay, less war focus, crisis system, spheres of influence system etc.
Title: Re: Victoria 3
Post by: Zanza on May 22, 2021, 01:34:31 AM
Lots of details from a Reddit thread:

https://www.reddit.com/r/victoria3/comments/nhzt1w/victoria_3_everything_we_know_so_far/?sort=confidence
QuoteFor a broad overview of Vicky 3, check out my announcement coverage on IGN: https://www.ign.com/articles/paradox-reveals-victoria-3-a-long-awaited-sequel-to-a-grand-strategy-series

For everything else...

CAVEAT: Everything I saw was very work-in-progress. Anything could change, especially specific numbers.

KEY: This is a simulation. It's not a map painter. Military conquest is not the main focus. Victoria 3 is more about diplomatic maneuvering, shaping your society and laws, building and industrializing your economy, and "tending the garden" of your nation.

• 1836 - 1936.

• 4 ticks per day, so the number of ticks per campaign is similar to EU4.

• The map is divided into States and Provinces. There are about 730 States at game start, which are the smallest unit you will interact with for purposes of politics and economics.

• It's possible to split existing states, such as when you demand a Treaty Port in a war or Diplomatic Play. This creates a new State that is only one Province in size. Even at game start there are some cases of having more than one State, gameplay-wise, within a single "State Area."

• Provinces are subdivisions that you usually only interact with for maneuvering armies and when colonizing (which is done one Province at a time as you add more Provinces to your Colonial State), and there are roughly the same number of individual Provinces as in HoI4. (According to Google, that's around 13,000 - roughly 18 Provinces per State on average.)

• Visually, urbanization will spread across individual Provinces within a State.

• The pre-alpha map we saw looks better than HoI4 but worse than CK3/Imperator. They did say specifically that it isn't done yet. You can definitely zoom in further than HoI4, so I'd say the map overall feels bigger than the HoI4 map. Zoomed all the way out it looks very similar to the Vicky 2 paper map. Zoomed in you can see realistic clouds and stuff drifting over the landscape. Railroads are visible.

• Well over 100 playable countries, but not all countries are playable. Most of Africa, parts of inner South America, and a few surviving native tribes in North America (including the Lakota, Dakota, and Cree) were not playable. These are "Decentralized Countries." Post-launch, they want to make them playable eventually. But they want to do them right because the gameplay experience should be significantly different. All the Decentralized Countries have names and governments. There are no "uncolonized" provinces, but you can colonize on top of a Decentralized Country without declaring war.

• Full POPs like Victoria 2. Over a billion people are modeled individually, which will roughly double by game end, including Dependents. These represent non-working children and homemakers. Your laws, i.e. Child Labor laws, determine how much economic output your Dependents create and if they collect wages. So like, kids will still be counted as Dependents, but your wages from Dependents might go up (along with mortality rate.)

• Example POP types I saw (not exhaustive): Capitalists, Laborers, Machinists, Farmers, Shopkeepers, Engineers, Aristocrats, Clergymen, Officers, Bureaucrats, Academics, Servicemen, Clerks

• Standard of Living is mostly based on a POP's Wealth, which is determined by your sources of revenue minus your expenses. This can be a salary from your job, stipends and wages from dependents in countries where women and children can work (or if they're receiving welfare payments), and dividends from buildings you own. Increasing wages, lowering taxes, and increasing the supply of goods (thus lowering the prices and therefore the lifestyle expenses) will all generally raise Standard of Living. Standard of Living affects POP Loyalty and Population Growth.

• Your GDP measures how much you produce and affects your Great Power ranking, but it doesn't necessarily reflect how much money you, as a player, have to spend. The Ottomans, for example, start with a very inefficient tax system, so they have a small state budget compared to their GDP.

• Capitalists work completely differently from Vicky 2. Capitalism isn't "Let The AI Do It Mode." Instead, Capitalists (and sometimes Aristocrats depending on your laws) invest profits from buildings they own into a new resource pool separate from state funds called the Investment Pool, which you can only spend on certain things based on your laws and economic system. So you are still personally directing the expansion of industry in a capitalist economy, with some restrictions.

• Every nation has a primary culture and state religion, with varying levels of acceptance for other religions and cultures based on your laws. Non-accepted POPs are paid lower wages (so have a lower Standard of Living) and are more likely to radicalize.

• In places like the US, discrimination is on a racial basis. This is based on your country's laws and can be changed. There are no culture groups, but cultures have traits like Heritage traits and Linguistic traits, and your laws will look at how alike or different those are to your main culture. So someone from England will be less discriminated against in American society. Someone from a different part of Europe will face some more discrimination than the Englishman but not too much. Someone from Africa or Asia will face a lot of discrimination.

• Every State has a proportion of Arable Land, which represents how much agricultural industry it can support. Arable Land you have not directly built any buildings on will automatically generate Subsistence Farms, which employ Peasants. Peasants represent the vast majority of the world's population at game start, and they don't produce very many taxes or sellable goods since they're just focused on their own survival. So you'll generally want to start moving them to work in other industries if you want to grow your GDP and your tax base.

• Spheres have been replaced with Markets. There are many local markets instead of a single world market. Expanding your market is going to be a new playstyle aside from conquest - "painting the map economically". You can bring other countries into your market diplomatically or through war. Trade between markets is done by setting up one-way Import and Export trade deals for specific goods, of which you can only have a limited number at a time per market, based on a number of factors.

• An example given was that Mecklenburg starts out in the Prussian market (modelling the historical Zollverein Customs Union), which may allow them to build luxury furniture to meet the demands of the wealthy Prussian elite. But if they leave that market to form their own, their own elites may not have enough money to afford those luxury goods, and their economy will suffer unless they can set up trade deals to find buyers abroad or join a different, larger market.

• The number of countries that can be in your market at a time is based on the market leader's diplomatic Influence, which is one of the main capacity types. Capacities are different from power/mana in that it's not a pool of points you build up and spend. It's more like having enough electricity to run a lot of devices. Influence is also used for things like alliances, etc. You get Influence primarily from having rivalries, your Power Ranking (Great Powers get a ton), and a few other things that add percentage modifiers.

• Prices of goods are based on Supply and Demand. It's not event-based with arbitrary starting prices like EU4. Full market simulation. POPs and Industries will place Buy orders while Industries will also place Sell orders for finished goods. There's a screen that lets you see what are currently the five most under-produced and the five most overproduced goods in your market, so you can set up trade deals or expand industries to meet demand better.

• The other factor that affects this is Infrastructure. Having insufficient infrastructure will make it harder to get goods from a given State to your wider market efficiently.

• Around 50 trade goods divided into Staples - Consumed by all POPs for daily needs, Industrial Goods - Consumed by industries to make other finished goods, Luxury Goods - consumed by POPs with higher Standard of Living, and Military Goods - Used to create military units including infantry, artillery, ships, and later tanks and planes.

• Trade Goods (incomplete list, mostly guessing based on icons): Tools, Glass, Wood, Coal, Luxury Furniture, Porcelain, Silk, Iron, Chemicals, Meat, Cannons, Ammunition, Fish, Sulfur, Basic Furniture, Clipper Ships, Ironclads, Luxury Clothing, Paper, Artillery Shells, Fruit, Tea, Tobacco, Baked Goods, Coffee, Wine, Steel, Standard Clothing, Guns, Grain, Automobiles, Alcohol, Cotton

• Production buildings have resource inputs and outputs, Throughput rating, and pay wages to all employed POPs. If their output can sell for more than their inputs, they will generate dividends that are paid to the owners and increase their Wealth. Otherwise, they will need to be subsidized or else they will fail. Each also has a personal cash reserve, presumably so it can run at a loss for a bit without subsidies.

• Production Methods affect how buildings operate. For instance, a workshop can be Privately Owned, belong to a Merchant Guild, Publicly Traded, Government Run, or a Worker Cooperative. This affects what kind of POPs are employed here, what wages they are paid, and who collects the dividends/profits. i.e. Privately Owned workshops will employ Capitalists who get most of the wealth generated with the workers getting only wages, whereas in a Worker Cooperative, the people doing the work own the workshop and split the Wealth it generates evenly.

• Government Run industries have mandatory subsidies, meaning any losses they incur will come directly out of your national treasury rather than letting them go out of business. But you can also pocket any profits.

• You can have a Statist, command economy without being Communist. Communism itself, while it often goes hand-in-hand with a command economy, is now more directly related to distribution of wealth and political power. Communism is not when the government does things. The government doing more things doesn't make it more communister.

• POPs can promote/demote and some types are more likely than others. Engineers and Shopkeepers are more likely to become Capitalists, for instance.

• Command Economies do not allow Capitalists or Aristocrats to be employed in your nation, so they will have to find a new job or leave. They also get fewer foreign Trade Routes to work with, but can enact Encourage Consumption, Discourage Consumption, and Consumption Taxes more cheaply. They can embargo all goods and they can (must) subsidize everything.

• You need to have a Command Economy to switch Production Method to Government Control.

• Free Trade gives you more import/export routes, reduces loan interest rates, allows you to subsidize only Service Industries and Infrastructure, and increases the amount of wealth Capitalists contribute to the Investment Pool.

• Isolation cuts off all foreign trade (so you can only operate within your Market/Customs Union), you can embargo all goods, you can subsidize all buildings, and both Capitalists and Aristocrats will contribute to the Investment Pool.

• Traditionalism (used mostly by Unrecognized countries and represents pre-industrial economies): Fewer trade routes, can subsidize only Services and Infrastructure.

• Agrarianism gives you more export routes, lets you subsidize agriculture, infrastructure, and services, Aristocrats contribute to the Investment Pool, and you can embargo Luxury Goods

• Different economic systems dictate what you can or cannot spend Investment Pool money on.

• Services are a non-tradeable good, so they cannot leave your home market. Access to services is based on Infrastructure. So for example, you might have lots of services being produced in New York, but if you don't build railroads out to California, the people in California will have very little or no access to those services (and goods from California won't be able to get to market efficiently) even though both states are in the US market. Until you have better infrastructure, you'll have to rely on producing most things locally.

• Services come from buildings called Urban Centers, which can't be directly built but are generated automatically based on the Urbanization of your States. All buildings you build produce a little bit of Urbanization in the target State, but some provide a lot more than others. If you focus more on expanding agriculture, you won't have as many Urban Centers. If you build lots of Factories and government buildings, you will generate much more Urbanization. The Service sector will employ POPs as well.

• Classes: Lower, Middle, and Upper strata. Determined by POP type. It mainly determines their wage level and taxation under uneven tax laws. Standard of Living goes all the way up to 100, which would be "Jeff Bezos level", but you generally won't see anything above 50 unless you're trying to break the game.

• If you have a system like worker-owned factories, you can get to a point where even the lower strata POPs in your country are richer by the late game than the capitalists were at the beginning.

• Each POP is represented by a 3D character model, looks like the same basic models from CK3, including regional and class-appropriate dress.

• National leaders have 3D, CK3-style portraits and character traits (up to 3 in the build we saw). Monarchies have heirs who also get a portrait.

• POPs can belong to Interest Groups, and these are the main forces that you must contend with to make changes to your society. Not all POPs of a specific type belong to the same Interest Group. i.e. Capitalists are likely to join the Industrialists interest group, but some of them might instead belong to the Devout.

• There are a handful of "Templates" for interest groups that will be used in just about every country, but they can have different traits and desires. For example, Industrialists in Prussia are very pro-Monarchy, whereas in the U.S. that is very much not the case.

• Example Interest Groups we got to see: Industrialists, Landowners (called Junkers in Prussia, Landed Gentry in Britain, Plantation Owners in the US, and Scholar-Officials in Qing), Intelligentsia (called Literati in Qing), Devout (called Anglican Church in Britain and Confucian Schools in Qing) - they said this one specifically will change A LOT in ideology depending on the dominant religion of your country, Armed Forces, Rural Folk, Petite Bourgeoisie, Trade Unions

• Interest Groups have a set of Ideologies, as well as Traits that can be active or inactive at any given time.

• Interest Groups also have a leader with a portrait and traits.

• Ideologies can change over time (such as Trade Unions becoming more socialist). They will be stable for most of the game, but certain events, ideas, and leaders can cause them to shift. The leader of the Interest Group might be a socialist, for instance. They are still tweaking how ideologically malleable or fixed these groups should be.

• Prussian Industrialists have Monarchist (very upset if you switch to any non-Monarchy form of government), Individualist (Disapprove of most welfare/social security/government healthcare/public schools), Abolitionist (Don't like slavery), two others that we didn't get to see.

• If Ideologies are what an IG wants, Traits are what they can do for you. These traits will become active if the IG is loyal enough to your government. Kind of like how loyal Institutions provide bonuses in EU4. The one we got to see for the Industrialists was Job Creators, which increases the contribution to the Investment Pool by Capitalist POPs by 10% if their loyalty is at least 20.

• You can invite Interest Groups into your government. The ones that aren't part of your government will be in Opposition. You can never make everyone happy so you have to choose which groups to champion.

• Clout is how much influence an Interest Group has in your nation. In 1836, the main factors are Wealth, Status, and Workforce. If you liberalize your country you can offset this with Votes. When you hold elections, each Interest Group receives Votes from the enfranchised POPs that support it, which increases their Clout by a set amount per Vote until the next election. Various laws can tweak the political weight of Votes vs Wealth, or give more people Votes, though Wealth will always be a factor. So a truly egalitarian society will need to level the playing field in terms of wealth inequality in addition to democratic reforms.

• Not all POPs belong to an Interest Group at game start. Some of them are considered Politically Inactive.

• Literacy is back from Vicky 2, with your education spending determining what percentage of the country has access to education rather than just how fast it ticks up toward 100%. 100% Literacy will be very hard to achieve. Literate POPs can take certain jobs that illiterate ones cannot. It will be hard to get modern factories and government institutions up and running with low Literacy.

• Higher Literacy also affects your likelihood to join an Interest Group rather than being Politically Inactive, which sort of replaces the Consciousness system from Vicky 2. Uneducated laborers are more likely to stay out of politics. Likewise, ideas like Egalitarianism and Socialism will spread to your country faster if the lower classes are educated, which further increase political participation, expected minimum Standards of Living, and cause more attraction to groups like the Trade Unions among laborers. If the expected minimum Standard of Living goes up but the actual Standard of Living for those POPs does not, they will start to radicalize. So you can give them more beer and amenities to suppress class consciousness, is basically what it sounds like.

• You can Suppress or Promote IGs directly using your Authority, which is an administrative capacity stat. More absolutist forms of government have more Authority, and so will have more control over the IGs in their nation, whereas democracies will be less able to combat or uplift the ones they prefer.

• Legitimacy is basically a check against inviting too many Interest Groups into your government. If you try to form too large of a coalition, your Legitimacy will tank. You also get Legitimacy from having the Interest Group your leader belongs to in the government – so as Prussia, we had to have the Armed Forces in the government, because they're the king's faction, or we would take a hit to Legitimacy. And that in turn makes it harder to ever pass any laws the military doesn't like. In a Presidential Republic like the US, you might have a different interest group represented by the head of state every election cycle, which dictates what you can accomplish during that term.

• An Autocracy requires you to work with fewer Interest Groups to maintain Legitimacy, whereas a Parliamentary Republic can form larger coalitions. By the same token, Autocratic governments can commit to a more defined strategy (at the risk of annoying everyone who is not part of the government), whereas Republics will have to make more compromises and only be able to pass policies with very broad, cross-party support (while making more people feel their voices are being heard).

• Trickle Migration (Vicky 2 style) will mostly happen within cultural regions, to/from colonies, and within your market. i.e. Germanic cultured pops will be free to move around the Germanic home region, between your metropole and your colonies, or anywhere in their home country's market. POPs won't just trickle migrate wherever at all times.

• The exception to this is Migration Waves, which can be caused by poor economic conditions, political unrest, ethnic discrimination, etc. These will be major events, rather than a trickle. i.e. famine in Ireland might trigger a Migration Wave from Ireland to the US. They will try to target countries that have better standards of living and freer laws than the place they're leaving, but it's not explicitly tied to New World vs Old World like in Vicky 2. So the US and Brazil won't have any arbitrary advantage in attracting immigrants, though conditions in those nations might still make them popular destinations.

• Falling Standard of Living can generate Radical pops (replacing Vicky 2's Militancy system), while rising Standard of Living can convert Radicals to neutrals, or neutrals to Loyalists. Having more Radicals in a state generates Turmoil, which can affect the economy and lead to uprisings. Having more Radicals in an Interest Group will lower that group's Approval score toward the current government (and Loyalists in an interest group will do the opposite), which can lead to a civil war or revolution. Cultural discrimination can also generate Radicals.

• Higher wealth POPs have a lower threshold to radicalize because they expect a higher standard of living. "They can only afford 100 Ming vases instead of 150, and this is absolutely unacceptable."

• Loyalist POPs (and Radicals) can die off, which causes intergenerational conflict. If you had an era of prosperity that generated a lot of Loyalists, and then they die, the younger generation with worse economic opportunities might suddenly be not so happy and change the loyalty and attitude of your Interest Groups.

• You can fund Police Institutions to reduce the local effects of Radicals. They don't go away, but they won't be able to cause as much trouble. You can also bring up the standard of living or change discriminating laws to deradicalize them. Or you can discriminate even harder and hope they decide to go live somewhere else.

• Enslaved POPs will be modeled. This is a historical simulation. They don't want to stray away from the parts of history that are horrific and pretend they didn't exist. They also don't want to pretend that it was a good idea. As an example, slavery is not a flat boon for your country, but it is very profitable for plantation owners, and those Interest Groups will fight against abolition because it's in their economic interest – they want to keep those unpaid wages for themselves and spend them on luxuries. You as the player will have to decide how to deal with those groups.

• At the same time, not every nation needs to be on a set trajectory toward liberalism. If you want to keep Russia an absolutist feudal serf state until the endgame, you can do that assuming you can deal with any radicals who want to change it. There is no assumed best path.

• Example needs for higher wealth pops: Free Movement (Transportation or Automobiles), Luxury Items, Luxury Drinks, Intoxicants, Communication, Heating - Needs are different from goods, and many of them can be filled by multiple different types of goods.

• Example Laws (Not a complete list, just the ones I saw) -

POWER STRUCTURE

• Governance Principles: Monarchy, Chiefdom, Presidential Republic, Parliamentary Republic, Council Republic

• Distribution of Power: Autocracy, Oligarchy, Elder Council, Landed Voting, Wealth Voting, Census Suffrage, Universal Suffrage, Anarchy

• Citizenship: National Supremacy

• Church and State: Freedom of Conscience

• Bureaucracy: Appointed Bureaucrats

• Conscription: Conscription

• Internal Security: No Home Affairs

ECONOMY

• Economic System: Mercantilism, Free Trade, Traditionalism, Isolationism, Agrarianism, Command Economy

• Income Tax: No Income Tax, Payroll Tax (more burden on the poor), Proportional Tax (everyone pays a flat percentage), Graduated Tax (more burden on the wealthy)

• Poll Tax: No Poll Tax

• Colonization: No Colonial Affairs

• Policing: Local Police Force

• Education: Public Schools, Religious Schools, No Schools, Private Schools

• Health System: No Health System, Charity Hospitals, Private Health Insurance, Public Health Insurance

HUMAN RIGHTS

• Free Speech: Censorship

• Labor Rights: Serfdom Abolished

• Children's Rights: Child Labor Allowed

• Rights of Women: Propertied Women, Legal Guardianship

• Welfare: Poor Laws, Wage Controls, No Social Security, Pensions

• Migration: No Migration Controls

• Slavery: Slavery Banned

• Passing laws an interest group doesn't like will lower their approval. If they get upset enough, they can start a civil war. You can only pass laws if at least one interest group that is part of your government approves of it, and many of them require specific inventions as a prerequisite (ie: Graduated Income Tax requires Socialism.) The more Interest Groups that are part of your government approve of a law, the faster you can implement it.

• Institutions are like the organs of your government. Some Institutions are unlocked by specific laws. They have five levels each, with increasing bonuses but also increasing Bureaucracy cost. Bureaucracy is the third capacity, along with Authority and Influence, that is generated by building government buildings in your states and having Bureaucrat and Clerk pops working in them (which also requires literacy). Going over your Bureaucratic capacity will give you a tax penalty due to governmental inefficiency, but there's also a hard cap on the number of Institution levels you can have, which can be raised over time.

• Example Institutions- These modifiers can change based on your laws

• Conscription Office: +2% Conscription Rate and increases the number of Battalions you can mobilize per level (with Conscription)

• Education: +15% Education access per level (with Public education), +2% Wealth-based Education Access (this scales with Wealth so it works out to much higher than 2% at very high Wealth levels) and +20% Intelligentsia Political Strength (with Private Schools), +10% education Access, +20% religious Conversion rate, +20% Devout Political Strength per level (with Religious Schools)

• Law Enforcement: +10 Landowners Political Strength and -20% State Penalties from Turmoil per level (with Local Policing), -5% Radicals from Standard of Living decreases and -15% State penalties from Turmoil with ???

• Colonial Affairs: +20% Colony Growth per level

• Social Security: +10% Industrialists political strength and +2 Minimum Wealth per level

• Workplace Safety Offices: -2% Mortality of Laborers, Machinists, and Engineers employed in Mines and -20% to Dangerous Working Conditions per level

• National Security Agency - No modifiers shown

• Institutions only apply their benefits to Incorporated parts of your country. You can also have Unincorporated areas. The Bureaucratic cost per investment level is based on the total population in all of your Incorporated states, so the more people benefitting from services will result in needing more bureaucrats to maintain.

• Institutions also have a financial cost since you're paying the wages of the Bureaucrat POPs out of the state treasury. There will always be some bureaucrats, even if you're not funding a bunch of government institutions, just from enacting your laws in Incorporated states.

• States like the Qing will begin with massive, sprawling bureaucracies that have a significant impact on their playstyle. They have a huge population in their Incorporated States day one, which is a colossal bureaucratic sink before you even start adding Institutions on top. You probably can't bring 100% education access to everyone in China because it would take an absurd amount of bureaucratic investment, while smaller nations will have a much easier time doing this.

• It's a valid playstyle to run a "lean state" with very few bureaucrats and very few or no public services, freeing people up to do other jobs and relying on the Investment Pool instead of state revenue to expand infrastructure and industry. Minting can allow some countries to replace taxation.

• Diplomatic actions are your standard Paradox stuff. New ones include Trade Agreements, Invite to Customs Union (making them part of your Market), Violate Sovereignty, Start Bankrolling - I didn't get to ask what those last two do but Bankroll is probably just monthly subsidies.

• Diplomatic Plays: Basically an evolution of the crisis system from Vicky 2. This is now the default way you try to get things from other countries who do not want to give them to you! I described it as almost like "Diplomatic Combat."

• Types of plays:

• Conquer State, Liberate Subject, Make Puppet, Open Market, Take Treaty Port, Transfer Subject, Annex Subject, Cut Down to Size, Declare Independence, Ban Slavery, Make Territory, Make Vassal, Return State, Take Colony, Unify Region (in the example we saw it was called "Unify Germany").

• You put your starting demands on the table. Enemy puts their starting demands on the table. It then enters a maneuvering phase where either side can add wargoals, other countries can become involved (mostly if they actually want something from either side - rivals will be very likely to join just to stop you from getting what you want.)

• Ultimately you can back down (the side that didn't blink gets their original wargoal, but not any extra wargoals that were added later by themselves or other nations that became involved), or let the timer expire and go to war (everyone who placed a demand on the table gets called in and all demands on both sides are up for grabs).

• It's possible to Sway nations during the maneuver phase, offering them spoils of war to join your side. This isn't just useful for securing their alliance if it does go to war. Tipping the balance of power more and more in your favor also makes it more likely that the other side will Back Down.

• The more demands you add to your side of the table, the more POTENTIAL threat you will generate and the more likely it is that other nations will pledge their support to your enemy. Particularly if you are a Great Power, other Great Powers will try to head off any massive wars of conquest before they even start by pledging their support to the target and trying to get you to Back Down, to maintain the balance of power. So it's generally safer to eat your neighbors one bite at a time unless you think you can take on everyone at once.

• Allies will generally side with you or stay out of your way. Countries with friendly relations or who don't see you as a threat are also generally unlikely to get involved, so maintaining a strong diplomatic position with other Great Powers will enable faster conquests with less meddling.

• At any point during this process, before war is declared, you can Mobilize your armies to have a head start, which might cause your opponent to back down. If you wait until the war has already started to mobilize, you will be on the back foot compared to countries that mobilized before the timer ran out.

• They don't want this system to make every single conquest into a World War and it's being balanced accordingly. It's always a possibility though if you as a player try to overreach too much.

• They don't want to say One Tag World Conquest is impossible because the players will always find a way, but they described it as "implausible."

• There is no Status Quo in a Diplomatic Play. Either you go to war, or one side Backs Down and the other gets their initial wargoal. (But ONLY the initial wargoal.) So you can't use it risk-free to test the waters.

• No more "uncivilized" nations. Instead there are "Unrecognized" nations, which basically means they weren't seen as equals by the Great Powers at the time. They do NOT get any arbitrary debuffs to technology or combat just for having the "unrecognized" flag. They play by the same rules as everyone else for the most part.

• They will start out technologically behind in many cases, based on historical circumstances, and the social and economic conditions they have to deal with will generally make it harder to become an advanced, industrialized, technologically competitive nation. But that's all tied to the laws, POPs, Interest Groups, resources, and starting infrastructure, not their Unrecognized status.

• The one direct, mechanical difference is that it's cheaper and generates less threat for Recognized nations to take land from Unrecognized nations.

• You can go from Unrecognized to Recognized, for example by beating up a Great Power. The Russo-Japanese War was given as an example of an Unrecognized nation becoming Recognized.

• Colonization works in two different ways: Colonization against Decentralized Countries can be done like in EU4, where you can theoretically do it without open conflict. You establish a Colonial Institution back home and employ POPs as Colonists who will slowly build up the colony in the target province. During this time, you will generate a Tension score with the Decentralized Country you are colonizing on top of, which can result in open warfare. The natives will annex your colony if they win.

• Machine Guns no longer magically make you able to colonize new areas like in Vicky 2. They just help against uprisings if you do have to fight. Medical advances like Malaria Medication will have a major impact on where you can colonize, though.

• Colonization against Unrecognized nations, it's more like declaring a regular war. You can make them your colonial subject, or you can demand a Treaty Port, which will create a new State under your control and give you access to their market.

• Outright annexing overseas territory by either method will create a Colonial State, which is not the same as an Unincorporated State. They are affected by colonial policies, have special migration rules, and distinct mechanics.

• War/combat is unfinished. They're not ready to talk about it yet.

• Prestige is still a thing and affects your Great Power ranking. Cut Down to Size wargoal will take a bite out of your prestige.

• GDP affects your Great Power ranking directly, even if you as the state are not benefitting from that production through taxation. What matters is production, not government revenue. Factories, especially late game, will cause GDP to skyrocket, so you will need to industrialize to remain competitive as a Great Power.

• Each Power Rank has its own intended play experience.

• Minor Powers: Ideal for playing tall. Local concerns. Min-maxing your economy, encouraging immigration, building exactly the society you want, "tending your garden," becoming regionally powerful/influential.

• Major Power: Might have some colonies. Mass political movements outside your control might try to change the shape of your country (this is less of a concern for minor powers). Becoming a Great Power is a realistic goal.

• Great Powers: Global influence. Maintaining and disrupting the worldwide balance of power. Getting involved in smaller nations' affairs in lots of ways beyond just conquest. Proxy conflicts. Gunboat diplomacy. Being #1. They get more tools to change industry top-down, from a macro level, with a single click. You shouldn't be really concerned with economic micromanagement, but still have a lot of control over your economy in broader ways.

• Three different Tech Trees: Production, Military, and Society. More like a traditional, branching 4X tech tree, not like the tech columns in Vicky 2. No split between techs and inventions. Seems like no more RNG for inventions other than that Tech Spread has some RNG involved.

• About 10 "tiers" of tech. Earlier ones might only have three techs in them but later ones have up to 11.

• Production Tech represents the major civilian inventions of the era that directly affect industry. Dynamite, Railways, Cotton Gin, Telegraph.

• Military Tech is pretty self-explanatory. Hardware as well as doctrines. Ironclads, Machine Guns, Modern Nursing, Defense in Depth. Tanks and Planes are at the very bottom. Having something researched doesn't automatically implement it, so for example, just researching Defense in Depth won't give you its benefits until you decide to enact it.

• Society Tech is stuff like Romanticism, Urban Planning, Central Banking, Dialectics. Anarchism and Socialism are two separate ideologies now that function differently. Antibiotics, Malaria Prevention, and other civilian stuff unrelated to direct production of goods is also in this tree.

• Innovations (including social movements like Socialism) can spread into your country even if you choose not to research them, which can be combated by things like censorship at the cost of slowing down your Innovation rate and upsetting the Intelligentsia.

• Almost every tech has advantages and disadvantages. i.e. automation increases overall throughput and reduces costs, but also reduces the number of available jobs in that industry, so you have to figure out what to do with all the newly unemployed.

• Technology Spread is based on your Literacy rate. Higher literacy and a free press will cause techs that are spreading to you from outside to spread faster. This is separate from Innovation Points, which you invest directly into a single tech you are trying to research at a given moment.

• Innovation Points you can spend directly come from building universities and employing Academics. Literacy rate affects how many of those points you can directly invest into research each week. So if you have a well-funded academic elite but low general literacy, you might not be able to spend all of your Innovation Points. These "overflow" Innovation Points beyond your direct investment cap will increase Tech Spread instead. So there's a balance between increasing Literacy, which speeds the adoption of outside ideas, and building academic infrastructure, which gives you more direct control over research. (This is a complicated system and we got to see it for like 30 seconds but I'm pretty sure I was able to get the general idea. I'm sure Martin can find me and yell at me if I'm wrong.)

• Ideas like Socialism, Anarchism, Egalitarianism, will increase the minimum Expected Standard of Living for ALL POPs once present in your nation, so you will need to provide them with more stuff to keep them happy. This might also increase attraction for Interest Groups that want broader suffrage or to abolish slavery, for example.

• Having Anarchism as your organizing principle produces no Authority, so you will have a very reduced ability to make changes to your country directly once you have switched over to it.

• Anarchists can implement a Council Republic government, which gives more Political Strength to Farmers and Machinists and opens up the Worker Cooperative production method, in which workers own their factories and collect dividends from them. This is distinct from USSR-style communism, in which the state controls the industries and (theoretically...) passes the proceeds on to the workers from the top down in the form of subsidies and social programs.

• If a revolution happens, you can side with the rebels. So you can be super duper capitalist on purpose, make life hell for all the workers, then switch sides when the socialists rise up. Neighboring conservative countries will be likely to step in and try to stop a socialist revolution.

• They want it to be playable without a lot of prior experience. It's a very complex game but it should be much more approachable than Vicky 2.

• Rather than a game where you learn how to play "correctly" by following a guide, the goal is for it to be the kind of game where you do what comes naturally and are able to easily understand why your actions led to certain consequences.

• Historical events (Taiping Rebellion, US Civil War) can happen, but only if the correct conditions exist. If the US player plays the interest group game really well and manages to abolish slavery peacefully in the 1850s, there won't be a hardcoded Civil War event chain that fires.
Title: Re: Victoria 3
Post by: Syt on May 22, 2021, 04:23:31 AM
Looks good, but let's see if it all comes together in the finished product and doesn't end up a broken unbalanced jumble. :D
Title: Re: Victoria 3
Post by: jimmy olsen on May 22, 2021, 04:59:36 AM
Quote from: Syt on May 22, 2021, 04:23:31 AM
Looks good, but let's see if it all comes together in the finished product and doesn't end up a broken unbalanced jumble. :D
Vicky 2 was all that and it was great!
Title: Re: Victoria 3
Post by: Tamas on May 22, 2021, 05:02:59 AM
Quote from: jimmy olsen on May 22, 2021, 04:59:36 AM
Quote from: Syt on May 22, 2021, 04:23:31 AM
Looks good, but let's see if it all comes together in the finished product and doesn't end up a broken unbalanced jumble. :D
Vicky 2 was all that and it was great!

Yeah but a decade or two have passed though. We are too old to plug in the holes with our imaginations.
Title: Re: Victoria 3
Post by: Syt on May 22, 2021, 05:03:37 AM
Yeah, Tim, but they're building from scratch from what I understand.

To quote Martin Anward from last year:

QuoteI've seen this rumor posted before but as far as I know (and have heard from others at the company who worked on V2) it's not true - it's more that the economy code has been refactored and optimized to the point of being nearly unreadable. There's a fairly solid understanding of how it should operate in theory, but it's an extremely complicated piece of code (written at a time when paradox played pretty fast and loose with code standards) that ends up behaving in weird and unexpected ways. For example, I'm reasonably sure that artisans making tanks out of fruit wasn't in the original design.
Title: Re: Victoria 3
Post by: Syt on May 22, 2021, 05:08:30 AM
V2 peaked in terms of concurrent player count in the last 24 hours on Steam. :D

https://steamcharts.com/app/42960#All

(Misleading, for sure, as it was released originally before Paradox games were on Steam IIRC).
Title: Re: Victoria 3
Post by: The Brain on May 22, 2021, 05:18:13 AM
Quote from: Syt on May 22, 2021, 05:03:37 AM
Yeah, Tim, but they're building from scratch from what I understand.

To quote Martin Anward from last year:

QuoteI've seen this rumor posted before but as far as I know (and have heard from others at the company who worked on V2) it's not true - it's more that the economy code has been refactored and optimized to the point of being nearly unreadable. There's a fairly solid understanding of how it should operate in theory, but it's an extremely complicated piece of code (written at a time when paradox played pretty fast and loose with code standards) that ends up behaving in weird and unexpected ways. For example, I'm reasonably sure that artisans making tanks out of fruit wasn't in the original design.

Maybe, maybe not. Many countries in that era used sharpened mangoes as weapons.
Title: Re: Victoria 3
Post by: Razgovory on May 22, 2021, 08:28:15 AM
Man that's complex.  I like ambitious games even if they don't entirely work properly.
Title: Re: Victoria 3
Post by: Crazy_Ivan80 on May 22, 2021, 11:27:55 AM
some things remind me of that AGEOD game that was barely playable
Title: Re: Victoria 3
Post by: Solmyr on May 22, 2021, 03:09:09 PM
Quote from: The Brain on May 22, 2021, 05:18:13 AM
Quote from: Syt on May 22, 2021, 05:03:37 AM
Yeah, Tim, but they're building from scratch from what I understand.

To quote Martin Anward from last year:

QuoteI've seen this rumor posted before but as far as I know (and have heard from others at the company who worked on V2) it's not true - it's more that the economy code has been refactored and optimized to the point of being nearly unreadable. There's a fairly solid understanding of how it should operate in theory, but it's an extremely complicated piece of code (written at a time when paradox played pretty fast and loose with code standards) that ends up behaving in weird and unexpected ways. For example, I'm reasonably sure that artisans making tanks out of fruit wasn't in the original design.

Maybe, maybe not. Many countries in that era used sharpened mangoes as weapons.

Only the ones Captain Blackadder was fighting.
Title: Re: Victoria 3
Post by: Agelastus on May 22, 2021, 03:10:41 PM
Quote from: Solmyr on May 22, 2021, 03:09:09 PM
Quote from: The Brain on May 22, 2021, 05:18:13 AM
Quote from: Syt on May 22, 2021, 05:03:37 AM
Yeah, Tim, but they're building from scratch from what I understand.

To quote Martin Anward from last year:

QuoteI've seen this rumor posted before but as far as I know (and have heard from others at the company who worked on V2) it's not true - it's more that the economy code has been refactored and optimized to the point of being nearly unreadable. There's a fairly solid understanding of how it should operate in theory, but it's an extremely complicated piece of code (written at a time when paradox played pretty fast and loose with code standards) that ends up behaving in weird and unexpected ways. For example, I'm reasonably sure that artisans making tanks out of fruit wasn't in the original design.

Maybe, maybe not. Many countries in that era used sharpened mangoes as weapons.

Only the ones Captain Blackadder was fighting.

Well, according to Blackadder, Douglas Haig was there as well...
Title: Re: Victoria 3
Post by: grumbler on May 22, 2021, 04:58:02 PM
Quote from: Crazy_Ivan80 on May 22, 2021, 11:27:55 AM
some things remind me of that AGEOD game that was barely playable

I actually quite enjoyed that game once I understood the mechanics.  Too bad it won't work on 64-bit computers.
Title: Re: Victoria 3
Post by: Syt on May 23, 2021, 01:40:52 AM
Quote from: grumbler on May 22, 2021, 04:58:02 PM
Quote from: Crazy_Ivan80 on May 22, 2021, 11:27:55 AM
some things remind me of that AGEOD game that was barely playable

I actually quite enjoyed that game once I understood the mechanics.  Too bad it won't work on 64-bit computers.

The Steam version (Pride of Nations, I believe Pardox's was Vainglory of Nations?), appears to run on my Windows 10 64-bit system. Turns still take about 1 minute to process, though (on an i9-10900). :P
Title: Re: Victoria 3
Post by: Tamas on May 23, 2021, 04:09:35 AM
Yeah I have been meaning to get back to ProN and see how my 10600 runs it. :)

Oddly enough, after all the talk here I fired up Victoria 2. I tried to, several months ago, modded and unmodded but it would crash on launch. Now it worked, not sure what happened. Anyhow, I found myself not ready yet to re-learn the UI and mechanics.

the Reddit rumour-dump sounds amazing obviously, but if they will really create a billion pops the game won't ever get even close to being balanced or making sense.

Overall, I am hopeful, in part because after the recent fiascos I think disappointing with the meme-game could become a devastating blow to their community. So, hopefully they choose to err on the side of hardcore simulation not gamey BS.

But let's not forget Victoria 2 we liked despite ridiculous flaws. The world market never made much sense, IIRC fleets were next to useless, India used to become British culture in a matter of a decade, and regardless of which country you played the easiest road to stability and prosperity was to go 20th Scandinavia-style democratic welfare state in the most direct and quickest way possible.
Title: Re: Victoria 3
Post by: Syt on May 23, 2021, 04:15:42 AM
I believe the 3.0.4 beta patches actually help with stability a bit, not least because they allow you to properly alt-tab without crashing the game. :P
Title: Re: Victoria 3
Post by: The Brain on May 23, 2021, 04:19:24 AM
Quote from: Tamas on May 23, 2021, 04:09:35 AM
and regardless of which country you played the easiest road to stability and prosperity was to go 20th Scandinavia-style democratic welfare state in the most direct and quickest way possible.

Deal with it.
Title: Re: Victoria 3
Post by: Zanza on May 23, 2021, 04:35:15 AM
When you look at all kind of indicators regarding human life, the argument that Scandinavian welfare states are the pinnacle of human civilization can be legitimately made. So the game is just realistic.  :P
Title: Re: Victoria 3
Post by: Habbaku on May 23, 2021, 03:24:37 PM
Quote from: Tamas on May 23, 2021, 04:09:35 AM
the Reddit rumour-dump sounds amazing obviously, but if they will really create a billion pops the game won't ever get even close to being balanced or making sense.

I think you're misreading the post. They don't want "one billion pops" from what I've seen, but start with "one billion people".
Title: Re: Victoria 3
Post by: Tamas on May 23, 2021, 03:50:00 PM
Quote from: Zanza on May 23, 2021, 04:35:15 AM
When you look at all kind of indicators regarding human life, the argument that Scandinavian welfare states are the pinnacle of human civilization can be legitimately made. So the game is just realistic.  :P

Possibly. What I mean is, for example, from the (cruel) point of view of trying to keep together the Russian empire in the late 19th century, avoiding democratisation was a valid course of action (for a while). But in the game, it was just suboptimal play, when you could just switch to a welfare state without causing any internal instability.
Title: Re: Victoria 3
Post by: Zanza on May 24, 2021, 12:40:56 AM
Quote from: Tamas on May 23, 2021, 03:50:00 PM
Quote from: Zanza on May 23, 2021, 04:35:15 AM
When you look at all kind of indicators regarding human life, the argument that Scandinavian welfare states are the pinnacle of human civilization can be legitimately made. So the game is just realistic.  :P

Possibly. What I mean is, for example, from the (cruel) point of view of trying to keep together the Russian empire in the late 19th century, avoiding democratisation was a valid course of action (for a while). But in the game, it was just suboptimal play, when you could just switch to a welfare state without causing any internal instability.
I agree. There was one optimal way to play regardless of context. That is something I hope they get right this time.
Title: Re: Victoria 3
Post by: Solmyr on May 24, 2021, 03:15:36 AM
Switching to a welfare state should probably at least tank your prestige (assuming it's a sort of "imperialness" indicator) and, in larger empires, cause all sorts of regional nationalist separatist movements. I.e. it should be impossible to institute a modern welfare state and still keep a multinational empire.
Title: Re: Victoria 3
Post by: Sheilbh on May 24, 2021, 03:39:37 AM
I think that moving to an interest group approach to politics probably makes sense - though issues with that as JR said.
Title: Re: Victoria 3
Post by: Syt on May 24, 2021, 05:10:42 AM
The slides from the Vickynomics presentation can be downloaded here in PDF form: https://forum.paradoxplaza.com/forum/threads/vickynomics-panel.1475691/
Title: Re: Victoria 3
Post by: Tamas on May 24, 2021, 06:52:08 AM
Quote from: Syt on May 24, 2021, 05:10:42 AM
The slides from the Vickynomics presentation can be downloaded here in PDF form: https://forum.paradoxplaza.com/forum/threads/vickynomics-panel.1475691/

Thanks Syt, it's actually looking pretty promising. I so like this period, it will be tough to keep myself away from pointless hype for the next year or two before release.

Do they still recruit beta testers for their projects? I might apply when it gets there, for old time's sake.  :D
Title: Re: Victoria 3
Post by: jimmy olsen on May 24, 2021, 07:05:24 AM
Upon further reflection, I would change the timeline of the games even more if I were in charge

Europa Universalis 5: 1399-1763
Victoria 3: 1764-1901 (Fully cover the industrial revolution and liberal revolutions)
Hearts of Iron 5: 1902-1962 (Obviously twelve to fifteen start dates will be required)
Title: Re: Victoria 3
Post by: Tamas on May 24, 2021, 07:29:30 AM
Quote from: jimmy olsen on May 24, 2021, 07:05:24 AM
Upon further reflection, I would change the timeline of the games even more if I were in charge

Europa Universalis 5: 1399-1763
Victoria 3: 1764-1901 (Fully cover the industrial revolution and liberal revolutions)
Hearts of Iron 5: 1902-1962 (Obviously twelve to fifteen start dates will be required)

That's terrible :P

EU5: 1492 to 1820
Victoria 3: 1820 to 1920 (should be 1836 but realistically they'd want continuity)
HOI5: just never make it
Title: Re: Victoria 3
Post by: Sheilbh on May 24, 2021, 07:33:55 AM
Interesting :hmm:

I'd go 1492 - 1789 and 1789 - 1914.

HOI - I'd keep starting at 1936 or maybe 1933 because I think it's different.
Title: Re: Victoria 3
Post by: Tamas on May 24, 2021, 07:54:18 AM
Quote from: Sheilbh on May 24, 2021, 07:33:55 AM
Interesting :hmm:

I'd go 1492 - 1789 and 1789 - 1914.

HOI - I'd keep starting at 1936 or maybe 1933 because I think it's different.

The problem with the French Revolution/Napoleonic Wars and WW1 is they -in my mind- were violent switches of eras. Building a simulation that covers both one of those eras and the change into a new one gets needlessly complicated or entirely incorrect as a simulation. Might as well just skip the problematic few years.
Title: Re: Victoria 3
Post by: Sheilbh on May 24, 2021, 08:10:18 AM
Yeah.

I agree those are pivots - but I think there's more difference between ancien regime and Napoleonic era than there are between Napoleonic and the sort of long Edwardian summer. Similarly with the 1900s v post-WW1 world. So my approach would basically be early modern building up to revolution and then the second game up to WW1.

I am not a game developer. But I think the approach I'd take is basically that you build in a series of events for the most powerful country from about 1700 on that more or less inevitably leads to revolution at the end of the game. Similarly with the build up to 1914 for a number of the most powerful countries (excluding the Americas) so you have events that strongly incentivise moving towards the formation of alliance blocs and escalating colonial/peripheral flashpoints. But that's when both games ends (but no doubt Paradox would like to make them able to transfer from one to the other).

Edit: And that's why I'm less sure on HOI and think the approach they took makes sense. It starts at a point when basically the world was on the track for war. I think it'd be tough for a game to cover Ruritanian 1910s (just reading the Sleepwalkers on this) and WW1 and the aftermath. Similarly I don't really think it'd be easy to cover inter-war, WW2 and the early Cold War - far less all of them. I think you need to basically be able to put certain pieces in place before launching.
Title: Re: Victoria 3
Post by: Josquius on May 24, 2021, 08:32:06 AM
I think its a given that WW1 in Victoria didn't really work. Its too much of a different time period.

Nonetheless from a pure gameplay perspective it does make sense to have this "Now lets fuck over the world" ending to the game.
This was one of the things that really annoyed me about Imperator: it just ends randomly on a date that in history meant something but in the game probably doesn't.

Definitely going way uncommercial and esoteric here but I'd be tempted to have this end game as a point where all the pre-established game mechanics just collapse and whole new ones suddenly emerge leaving you technically still in control but quite clueless at just what is going on.

Of course in my alternate-paradoxverse the true timelines of games are 1066-1648 (1660 for wiggle room),  1648- 1820 or there abouts, and 1820-1920.
Modelling one by one the end of distinct eras with apocalyptic events.,
Title: Re: Victoria 3
Post by: The Minsky Moment on May 24, 2021, 09:10:15 AM
If WW1 were accurately represented in game, it wouldn't happen.  Any rational human player or any decent AI would peace out rather than fight to utter ruin - or, more likely, not start the fighting in the first place.

Vic 2 had problems with WW1 for similar reasons it had trouble with the ACW - the system really isn't designed to simulate mass mobilization total wars.  If it did a better job modeling those kinds of conflicts, you'd risk having more of them and that total war tail would anachronistically wag the Victoria dog.

I've always felt that outbreak of a true Great War should just end the game, "Balance of Powers" style.

The pop-politics model can be stretched to cover the interwar period but it becomes increasingly creaky to do so.  There is a fundamentally different economic-financial framework in play and a different kind of mass politics in the age of radio and true mass media.  The Interwar period would be better served by a separate stand-alone game - which would be a great game for Pdox to make even though there is no chance of it happening.

By the same token it would be an awful idea to put the time period back into the Nappy era.
Title: Re: Victoria 3
Post by: FunkMonk on May 24, 2021, 09:32:46 AM
I feel like the most important part of this new game will be having like five dozens of different variations of each national flag, dependent on the type of government in power.

Good memories from Vicky 2 :wub:
Title: Re: Victoria 3
Post by: Zanza on May 24, 2021, 10:19:22 AM
Quote from: The Minsky Moment on May 24, 2021, 09:10:15 AM
If WW1 were accurately represented in game, it wouldn't happen.  Any rational human player or any decent AI would peace out rather than fight to utter ruin - or, more likely, not start the fighting in the first place.
Reading game forums suggests that there are lots of players out there as or more stupid then Wilhelm II, so WW1would still be a distinct possibility with a human player at the helm.  :P
Title: Re: Victoria 3
Post by: Syt on May 24, 2021, 10:32:36 AM
Quote from: Zanza on May 24, 2021, 10:19:22 AM
Quote from: The Minsky Moment on May 24, 2021, 09:10:15 AM
If WW1 were accurately represented in game, it wouldn't happen.  Any rational human player or any decent AI would peace out rather than fight to utter ruin - or, more likely, not start the fighting in the first place.
Reading game forums suggests that there are lots of players out there as or more stupid then Wilhelm II, so WW1would still be a distinct possibility with a human player at the helm.  :P

I think Besuchov said on stream that he once declared war over a failed loan just because he felt particularly petty, and that it spiraled into an all out conflict between the Great Powers, so ... yeah. :D
Title: Re: Victoria 3
Post by: Valmy on May 24, 2021, 10:45:13 AM
Having the game start in 1836 neatly sidesteps the chaos of the second wave of revolutions in the 1820s and 1830s. I am not sure why they do that since that kind of thing is very on-brand for what you are usually dealing with in Victoria. Why not start it in 1821 and get revolting Greeks and Poles and French? That is what we all signed up for.

But, you know, the game is called "Victoria" and not "George IV" but still...
Title: Re: Victoria 3
Post by: Tamas on May 24, 2021, 12:06:44 PM
For me MPing EU games was most interesting to experience to some degree the thinking and worries which might have gone into foreign policy decisions.

In particular I remember an EU3 game where I was: Ottoman Empire. I don't remember who was Russia, but basically neither of us wanted to fight in the Caucasus where our borders met (or anywhere else), but couldn't trust the other and leave it defenseless, so we gradually built forts and stationed larger and larger armies, worried that the other might get involved in some other conflict of ours. IIRC, inevitably, the war happened precisely because one of us (can't recall who) wanted to use the chance to strike at the right moment and secure the border for the future.
Title: Re: Victoria 3
Post by: The Minsky Moment on May 24, 2021, 12:13:42 PM
By 1836 you have incipient industries in Western Europe and the USA and the beginnings of RR construction.
Title: Re: Victoria 3
Post by: Zanza on May 24, 2021, 12:15:21 PM
If this iteration is successful, they may consider a DLC to extend the timeline...
Title: Re: Victoria 3
Post by: Habbaku on May 24, 2021, 12:27:40 PM
Quote from: Zanza on May 24, 2021, 12:15:21 PM
If this iteration is successful, they may consider a DLC to extend the timeline...

They've almost certainly already considered it. I don't think Paradox goes into any game design these days without a long-term DLC gameplan.
Title: Re: Victoria 3
Post by: Syt on May 24, 2021, 12:29:32 PM
IIRC the original Vicky 1 pre-expansion only ran till 1920.
Title: Re: Victoria 3
Post by: DGuller on May 24, 2021, 12:30:15 PM
It seems promising that there are many local markets now, rather than the highly unrealistic one world market.  Modeling the world economy with the simplification of one global market is like modeling car tires with with a simplifying assumption of no friction.
Title: Re: Victoria 3
Post by: Syt on May 24, 2021, 12:31:08 PM
Quote from: DGuller on May 24, 2021, 12:30:15 PM
It seems promising that there are many local markets now, rather than the highly unrealistic one world market.  Modeling the world economy with the simplification of one global market is like modeling car tires with with a simplifying assumption of no friction.

Doesn't Vic2 basically have 8 markets, one per sphere of influence? Or do I misremember. :unsure:
Title: Re: Victoria 3
Post by: DGuller on May 24, 2021, 12:47:51 PM
Quote from: Syt on May 24, 2021, 12:31:08 PM
Quote from: DGuller on May 24, 2021, 12:30:15 PM
It seems promising that there are many local markets now, rather than the highly unrealistic one world market.  Modeling the world economy with the simplification of one global market is like modeling car tires with with a simplifying assumption of no friction.

Doesn't Vic2 basically have 8 markets, one per sphere of influence? Or do I misremember. :unsure:
There was some prioritization around your sphere (sphere owner had priority on selling stuff if there was a glut of it, and priority on buying it if there was shortage), but there was essentially one market with one set of prices.
Title: Re: Victoria 3
Post by: Tamas on May 24, 2021, 01:56:51 PM
Quote from: DGuller on May 24, 2021, 12:47:51 PM
Quote from: Syt on May 24, 2021, 12:31:08 PM
Quote from: DGuller on May 24, 2021, 12:30:15 PM
It seems promising that there are many local markets now, rather than the highly unrealistic one world market.  Modeling the world economy with the simplification of one global market is like modeling car tires with with a simplifying assumption of no friction.

Doesn't Vic2 basically have 8 markets, one per sphere of influence? Or do I misremember. :unsure:
There was some prioritization around your sphere (sphere owner had priority on selling stuff if there was a glut of it, and priority on buying it if there was shortage), but there was essentially one market with one set of prices.

Yeah when I was reading the PDF I was like "oh so EU4's market system, that's better" but no, because apparently there will be market-specific prices, not global ones.

It sounds very good on paper. I wonder if this method of linking local market prices to factors like infrastructure could also give proper value to blockades - adding a % of blockaded ports variable shouldn't be a big deal.
Title: Re: Victoria 3
Post by: DGuller on May 24, 2021, 02:00:58 PM
Local market prices should be determined by supply and demand.  The effect of infrastructure is to expand the pool from which you determine the total supply and total demand.  You don't care what the supply is in the area that you can't reach, either due to bad transportation efficiency or due to blockade.
Title: Re: Victoria 3
Post by: Zanza on May 24, 2021, 02:18:02 PM
On political parties versus interest groups: (https://i.redd.it/7pa0a683c3171.jpg)
Title: Re: Victoria 3
Post by: Josquius on May 24, 2021, 05:25:26 PM
Quote from: DGuller on May 24, 2021, 02:00:58 PM
Local market prices should be determined by supply and demand.  The effect of infrastructure is to expand the pool from which you determine the total supply and total demand.  You don't care what the supply is in the area that you can't reach, either due to bad transportation efficiency or due to blockade.
Yes, factor in development/technology level too wonder if this could be a good way to go to properly represent industrial technology being so much more expensive for Asian nations than European.
I guess the bother is how you represent colonies being similarly remote and undeveloped.
Title: Re: Victoria 3
Post by: FunkMonk on May 24, 2021, 05:33:04 PM
Quote from: Zanza on May 24, 2021, 02:18:02 PM
On political parties versus interest groups: (https://i.redd.it/7pa0a683c3171.jpg)

People will finally recognize the real differences between the Judean People's Front and the People's Front of Judea.  :cool:
Title: Re: Victoria 3
Post by: grumbler on May 24, 2021, 08:57:24 PM
Quote from: Syt on May 23, 2021, 01:40:52 AM
Quote from: grumbler on May 22, 2021, 04:58:02 PM
Quote from: Crazy_Ivan80 on May 22, 2021, 11:27:55 AM
some things remind me of that AGEOD game that was barely playable

I actually quite enjoyed that game once I understood the mechanics.  Too bad it won't work on 64-bit computers.

The Steam version (Pride of Nations, I believe Pardox's was Vainglory of Nations?), appears to run on my Windows 10 64-bit system. Turns still take about 1 minute to process, though (on an i9-10900). :P

Mine crashes on launch every time, and when I asked for tech help i was told there was no Windows 10 support.
Title: Re: Victoria 3
Post by: jimmy olsen on May 24, 2021, 11:32:24 PM
Quote from: The Minsky Moment on May 24, 2021, 09:10:15 AM

By the same token it would be an awful idea to put the time period back into the Nappy era.
Why?
Title: Re: Victoria 3
Post by: jimmy olsen on May 25, 2021, 01:15:45 AM
Quote from: FunkMonk on May 24, 2021, 09:32:46 AM
I feel like the most important part of this new game will be having like five dozens of different variations of each national flag, dependent on the type of government in power.

Good memories from Vicky 2 :wub:
I heard it's going to have a dynamic flag engine that can make up a flag for any situation, like the flagmashup bot on twitter. So, if you want to see what a Zulu puppet UK flag looks like, you'll get your wish.
Title: Re: Victoria 3
Post by: The Brain on May 25, 2021, 01:31:02 AM
:rolleyes: Zulu puppeting the UK sounds like the kind of unrealistic player fantasy that should not be catered to.
Title: Re: Victoria 3
Post by: garbon on May 25, 2021, 02:14:44 AM
What about OHgamer's aren't I great thread:
QuoteThose of you who are long-time veterans of Paradox Games will recognize me. No, I hadn't completely vanished into the ether, though life over the past twelve years since the release of Victoria II took me in directions that greatly limited my ability to be involved with the Victoria community and Paradox in general.

Saw the news that Paradox is going to revisit Victoria for a new edition, and my heart filled with joy. I was heavily involved in the development of Victoria II as a beta tester and data contributor during its development in 2008 and 2009 (as well as creating, along with XieChengnuo, the map layout that would be used in not only Victoria, but be the base for the maps of EU3 and HoI3/4), and while the game was not, as Mary Poppins would have preferred, "Practically Perfect in Every Way," there was a lot of great things about the game and how it built upon the foundations established by the original Victoria I release combined with much of the modding work that the Victoria Improvement Project (VIP) mod had done with the first iteration of the game. This is clear from the devotion shown by fans of the game to this day the Victoria franchise and Victoria II.

Although my spare time these days tends to be rather limited, I will definitely be following developments of this new version closely. Godspeed to the development team for Victoria 3

OHGamer
Title: Re: Victoria 3
Post by: Tamas on May 25, 2021, 02:54:32 AM
Quote from: garbon on May 25, 2021, 02:14:44 AM
What about OHgamer's aren't I great thread:
QuoteThose of you who are long-time veterans of Paradox Games will recognize me. No, I hadn't completely vanished into the ether, though life over the past twelve years since the release of Victoria II took me in directions that greatly limited my ability to be involved with the Victoria community and Paradox in general.

Saw the news that Paradox is going to revisit Victoria for a new edition, and my heart filled with joy. I was heavily involved in the development of Victoria II as a beta tester and data contributor during its development in 2008 and 2009 (as well as creating, along with XieChengnuo, the map layout that would be used in not only Victoria, but be the base for the maps of EU3 and HoI3/4), and while the game was not, as Mary Poppins would have preferred, "Practically Perfect in Every Way," there was a lot of great things about the game and how it built upon the foundations established by the original Victoria I release combined with much of the modding work that the Victoria Improvement Project (VIP) mod had done with the first iteration of the game. This is clear from the devotion shown by fans of the game to this day the Victoria franchise and Victoria II.

Although my spare time these days tends to be rather limited, I will definitely be following developments of this new version closely. Godspeed to the development team for Victoria 3

OHGamer

:lol: wtf
Title: Re: Victoria 3
Post by: Syt on May 25, 2021, 02:56:50 AM
I should go and brag about the flags and flavor events I made for Vic1 in development. :P

Though to be fair, the guys who worked the POP mines back then are probably still traumatized to this day. :D
Title: Re: Victoria 3
Post by: celedhring on May 25, 2021, 02:57:54 AM
I must make a thread about the EU2 events I wrote and which OBVIOUSLY are the basis for the success of the entire saga up to this day.
Title: Re: Victoria 3
Post by: Tamas on May 25, 2021, 02:59:46 AM
Quote from: Syt on May 25, 2021, 02:56:50 AM
I should go and brag about the flags and flavor events I made for Vic1 in development. :P

Though to be fair, the guys who worked the POP mines back then are probably still traumatized to this day. :D

Yeah the "beta" test of Vicky1 was more like "please help us lift it out of alpha". I remember doing the resources for African provinces. Oh the naivety of youth.
Title: Re: Victoria 3
Post by: Maladict on May 25, 2021, 04:36:46 AM

Quote from: garbon on May 25, 2021, 02:14:44 AM
What about OHgamer's aren't I great thread:
QuoteThose of you who are long-time veterans of Paradox Games will recognize me. No, I hadn't completely vanished into the ether, though life over the past twelve years since the release of Victoria II took me in directions that greatly limited my ability to be involved with the Victoria community and Paradox in general.

Saw the news that Paradox is going to revisit Victoria for a new edition, and my heart filled with joy. I was heavily involved in the development of Victoria II as a beta tester and data contributor during its development in 2008 and 2009 (as well as creating, along with XieChengnuo, the map layout that would be used in not only Victoria, but be the base for the maps of EU3 and HoI3/4), and while the game was not, as Mary Poppins would have preferred, "Practically Perfect in Every Way," there was a lot of great things about the game and how it built upon the foundations established by the original Victoria I release combined with much of the modding work that the Victoria Improvement Project (VIP) mod had done with the first iteration of the game. This is clear from the devotion shown by fans of the game to this day the Victoria franchise and Victoria II.

Although my spare time these days tends to be rather limited, I will definitely be following developments of this new version closely. Godspeed to the development team for Victoria 3

OHGamer, insufferable as ever

fyp
Title: Re: Victoria 3
Post by: Sheilbh on May 25, 2021, 04:43:19 AM
Quote from: Tamas on May 25, 2021, 02:54:32 AM
:lol: wtf
That is incredible :lol:
Title: Re: Victoria 3
Post by: FunkMonk on May 25, 2021, 06:22:55 AM
There's something about Victoria that really fosters a community  :cry:
Title: Re: Victoria 3
Post by: Maladict on May 25, 2021, 06:37:26 AM
Didn't he post here at some point?
Title: Re: Victoria 3
Post by: garbon on May 25, 2021, 06:38:46 AM
Quote from: FunkMonk on May 25, 2021, 06:22:55 AM
There's something about Victoria that really fosters a community  :cry:

On p'dox forum it has only garnered likes.
Title: Re: Victoria 3
Post by: Syt on May 25, 2021, 06:56:17 AM
Quote from: Tamas on May 25, 2021, 02:59:46 AM
Quote from: Syt on May 25, 2021, 02:56:50 AM
I should go and brag about the flags and flavor events I made for Vic1 in development. :P

Though to be fair, the guys who worked the POP mines back then are probably still traumatized to this day. :D

Yeah the "beta" test of Vicky1 was more like "please help us lift it out of alpha". I remember doing the resources for African provinces. Oh the naivety of youth.

Yeah, I'm not as enthusiastic about these things any more. I'm happy to wait for the release these days. :D
Title: Re: Victoria 3
Post by: Josquius on May 25, 2021, 06:59:36 AM
Here's a weird idea.
So CK is set during the age of feudalism. You control a dynasty.
EU is set during the fall of feudalism and  rise of nation states and that's what you control.
Victoria is set during the dawn of the age of ideology.

So. In this weird alternate Victoria you don't play a nation but rather an ideology. Your job is to battle other ideologies and spread yours around the world.
I know it won't work in practice given CK still basically comes down to paint the map.
But an interesting thought.
And yes. Obviously the victorian age was peak nation state so not quite a perfect parallel.
Title: Re: Victoria 3
Post by: Valmy on May 25, 2021, 07:58:25 AM
Quote from: Maladict on May 25, 2021, 06:37:26 AM
Didn't he post here at some point?

He did but on the old 2003-2009 version of Languish.
Title: Re: Victoria 3
Post by: FunkMonk on May 25, 2021, 08:17:27 AM
Quote from: garbon on May 25, 2021, 06:38:46 AM
Quote from: FunkMonk on May 25, 2021, 06:22:55 AM
There's something about Victoria that really fosters a community  :cry:

On p'dox forum it has only garnered likes.

Figures  :lol:
Title: Re: Victoria 3
Post by: Syt on May 25, 2021, 11:56:50 AM
PDF with the slides from the "Art of Victoria" presentation in this thread:

https://forum.paradoxplaza.com/forum/threads/the-art-of-victoria-panel.1476135/

:wub:
Title: Re: Victoria 3
Post by: Valmy on May 25, 2021, 11:59:56 AM
(https://forumcontent.paradoxplaza.com/public/711151/V3_Social-Template_1%20The%20art%20of%20Victoria%203.png)

Could this be a better painting of Matthew Perry?
Title: Re: Victoria 3
Post by: Valmy on May 25, 2021, 12:09:17 PM
(https://forumcontent.paradoxplaza.com/public/711157/Screenshot%202021-05-25%20at%2017.53.43.png)

I mean that is a pretty awesome Haitian Revolution painting but that happened 32 years before the start of this game...
Title: Re: Victoria 3
Post by: garbon on May 25, 2021, 12:09:30 PM
I'm confused on the map images they had for publication with the announcement. Map looks infinitely better in that art pdf.
Title: Re: Victoria 3
Post by: Syt on May 25, 2021, 12:14:46 PM
Question is which one is more likely to end up in game.  :hmm:

(Though Imperator has the prettiest map of their games IMHO)
Title: Re: Victoria 3
Post by: Syt on May 25, 2021, 01:11:22 PM
Heh, found my old V1 flags in my old backup files. Such cringe. :D

(https://i.postimg.cc/1Rb5YwLv/Commie-Rebel.gif)

(https://i.postimg.cc/BnYTdhsr/Commie-GER.jpg)

(https://i.postimg.cc/nLNvLCXT/CommieTX.jpg)

(https://i.postimg.cc/sfYpVfs9/KingCSA2.jpg)

(https://i.postimg.cc/PJQZKy2F/Monarch-US2.jpg)

(https://i.postimg.cc/Y9gQLMg7/Commmie-US6.jpg)
Title: Re: Victoria 3
Post by: Valmy on May 25, 2021, 01:16:17 PM
Marxist Texas made their star gold? Surely the Texas Proletariat would have made it red. Chairman Jim Hogg will direct the central committee to initiate world revolution against the Yankee Bourgeoisie.
Title: Re: Victoria 3
Post by: Syt on May 25, 2021, 01:19:22 PM
I didn't think too hard about such things back then. :D There's a reason why the redesigned all flags for V2. And I understand V3 will have dynamic generation of ahistorical flags. :P
Title: Re: Victoria 3
Post by: Syt on May 27, 2021, 11:13:21 AM
First dev diary about: Pops.

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-1-pops.1476573/?utm_source=twitter-owned&utm_medium=social-owned&utm_content=post&utm_campaign=vic3_vic_20210527_for_dd
Title: Re: Victoria 3
Post by: Tamas on May 27, 2021, 11:17:50 AM
Quote from: Syt on May 27, 2021, 11:13:21 AM
First dev diary about: Pops.

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-1-pops.1476573/?utm_source=twitter-owned&utm_medium=social-owned&utm_content=post&utm_campaign=vic3_vic_20210527_for_dd

CK3-style 3D models for pops? OMG the skin colour & dressing style of culture debate is going to rage into eternity.  :lol:
Title: Re: Victoria 3
Post by: Syt on May 27, 2021, 11:53:29 AM
(https://i.redd.it/vm1ymezxto171.jpg)
Title: Re: Victoria 3
Post by: FunkMonk on May 27, 2021, 11:55:45 AM
Imagine if actual fascists didn't post their stupidity on Steam forums

Is that the Steam message boards or Paradox forums?
Title: Re: Victoria 3
Post by: Barrister on May 27, 2021, 12:00:48 PM
Quote from: Syt on May 27, 2021, 11:53:29 AM
(https://i.redd.it/vm1ymezxto171.jpg)

I'm open to the argument that Paradox is being too-PC and as a result ahistoric.

But when their opening suggestion is that Europeans should have faster research times because of their higher IQ levels... :bleeding:
Title: Re: Victoria 3
Post by: Tamas on May 27, 2021, 12:01:51 PM
Looks like Steam and hopefully a troll, although Steam forums are a cesspool.
Title: Re: Victoria 3
Post by: Sheilbh on May 27, 2021, 12:04:37 PM
Christ :bleeding:
Title: Re: Victoria 3
Post by: crazy canuck on May 27, 2021, 12:07:37 PM
Quote from: FunkMonk on May 27, 2021, 11:55:45 AM
Imagine if actual fascists didn't post their stupidity on Steam forums


To quote Malthus, Unpossible.
Title: Re: Victoria 3
Post by: KRonn on May 27, 2021, 06:52:50 PM
I've been reading up on this game. I really like Vicky games but Vicky 2 was tricky with the diplomacy stuff on the screens where you applied influence to try and control provinces. I didn't like that, had a hard time working it sometimes. 
Title: Re: Victoria 3
Post by: Syt on May 27, 2021, 11:16:22 PM
Yeah, that was my biggest gripe with V2's concepts and UI - the tedious diplomacy management as a great power, a constant whack-a-mole in competing with other powers for influence and endless "improve relations"/"discredit other power". Having it on a separate screen didn't help, either. I look forward to seeing how they'll improve on it.
Title: Re: Victoria 3
Post by: Josquius on May 28, 2021, 02:50:29 AM
Yes, it was annoying how twitch based things were. Press the button first and the influence /colony can be yours!
Pff.



Quote from: Syt on May 27, 2021, 11:53:29 AM
(https://i.redd.it/vm1ymezxto171.jpg)

:lol:

Is political compass a far right thing?
I have noticed the political compass sub reddit (of course there's such a thing) is packed with baby fasc
Title: Re: Victoria 3
Post by: grumbler on May 28, 2021, 06:32:04 AM
The Political Compass has been around for decades and its inventors were definitely left of center, but also more toward the libertarian pole (libertarian left by their definitions).
Title: Re: Victoria 3
Post by: jimmy olsen on June 08, 2021, 05:08:26 AM
Hilarious reminiscing of Vicky 2's terrible economic code

https://www.youtube.com/watch?v=0cyhfG6zeUQ
Title: Re: Victoria 3
Post by: Syt on June 27, 2021, 02:04:25 AM
Saw this screenshot on reddit, was reminded of Lettow :lol:

(https://i.redd.it/f4rqd914fo771.png)
Title: Re: Victoria 3
Post by: The Brain on June 27, 2021, 03:18:11 AM
Mew.
Title: Re: Victoria 3
Post by: Solmyr on August 27, 2021, 04:39:20 AM
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-12-treasury.1488588/

Interesting money mechanic explained in the new dev diary. Construction costs are no longer a one-off but instead weekly expenses, and indeed all income and spending is weekly. If you get a surplus, it gets added to your gold reserve (which becomes inefficient after exceeding a soft cap); deficit gets subtracted and you can go into debt that way (which is not a problem in itself but also has a ceiling). I like this system, basically you can start building things right away instead of having to wait until your money ticks up to a certain amount like in EU/CK.
Title: Re: Victoria 3
Post by: The Minsky Moment on August 27, 2021, 10:33:02 AM
It's a bit confusing because both the budget and the credit markets are a hybrid of government revenue/expenditures and private capital accumulation and spending.  It's done that way I presume to give the player a guiding role even in a laissez faire system. But its not clear how the pools are separated (if they are at all).  Monetary policy is abstracted, which is probably fine for the period up to 1914, but would not work well post 1918 and would not allow playing hypotheticals like carrying out a Populist monetary program in the US in the 1890s.  It also leaves open the question of whether and how the game will model the credit cycle "panics" that troubled much of the 19th century.  For example, while it is close to correct to say that price levels were stable over the long terms during much of this period, there was quite a lot of year-to-year spikes and dips within that trend.
Title: Re: Victoria 3
Post by: DGuller on August 27, 2021, 11:40:34 AM
What I really don't like is the lack of inventory mechanics.  I think having the factory dispose of everything they produced every day, one way or the other, is too much of a kludge.  Not having any stockpiles of war materiel for times of war is also disappointing.  I hated the "all income, no assets" philosophy in HOI4, as I think it limited a lot of mechanics, but at least HOI4 never pretended to be an economic simulator.
Title: Re: Victoria 3
Post by: The Minsky Moment on August 27, 2021, 11:47:27 AM
Quote from: DGuller on August 27, 2021, 11:40:34 AM
What I really don't like is the lack of inventory mechanics.  I think having the factory dispose of everything they produced every day, one way or the other, is too much of a kludge.  Not having any stockpiles of war materiel for times of war is also disappointing.  I hated the "all income, no assets" philosophy in HOI4, as I think it limited a lot of mechanics, but at least HOI4 never pretended to be an economic simulator.

I don't have a problem with ending war stockpiles because it made the game too easy for the human player and was unrealistic to boot.  No goods inventories is another story because inventory build ups and draw downs play into business cycle fluctuations.  It is not clear if there is any in game system to model business cycle booms and busts.
Title: Re: Victoria 3
Post by: Crazy_Ivan80 on August 28, 2021, 11:05:26 AM
Quote from: DGuller on August 27, 2021, 11:40:34 AM
What I really don't like is the lack of inventory mechanics.  I think having the factory dispose of everything they produced every day, one way or the other, is too much of a kludge.  Not having any stockpiles of war materiel for times of war is also disappointing.  I hated the "all income, no assets" philosophy in HOI4, as I think it limited a lot of mechanics, but at least HOI4 never pretended to be an economic simulator.

it's been a while but iirc you could build up stockpiles of this and that in hoi4
Title: Re: Victoria 3
Post by: DGuller on August 28, 2021, 11:26:38 AM
Quote from: Crazy_Ivan80 on August 28, 2021, 11:05:26 AM
Quote from: DGuller on August 27, 2021, 11:40:34 AM
What I really don't like is the lack of inventory mechanics.  I think having the factory dispose of everything they produced every day, one way or the other, is too much of a kludge.  Not having any stockpiles of war materiel for times of war is also disappointing.  I hated the "all income, no assets" philosophy in HOI4, as I think it limited a lot of mechanics, but at least HOI4 never pretended to be an economic simulator.

it's been a while but iirc you could build up stockpiles of this and that in hoi4
You can stockpile equipment and fuel, but nothing else.  You can't stockpile civilian production (which means you can't buy/sell equipment, hence the need for events that give you extra civ factories for a period in exchange for 25 bombers), and you can't stockpile resources.  The moment you lose access to steel, the ship and tank production grinds to a halt the very next day.
Title: Re: Victoria 3
Post by: The Brain on August 28, 2021, 12:03:09 PM
What if you give someone your heart?
Title: Re: Victoria 3
Post by: Crazy_Ivan80 on August 28, 2021, 04:20:45 PM
Quote from: DGuller on August 28, 2021, 11:26:38 AM
Quote from: Crazy_Ivan80 on August 28, 2021, 11:05:26 AM
Quote from: DGuller on August 27, 2021, 11:40:34 AM
What I really don't like is the lack of inventory mechanics.  I think having the factory dispose of everything they produced every day, one way or the other, is too much of a kludge.  Not having any stockpiles of war materiel for times of war is also disappointing.  I hated the "all income, no assets" philosophy in HOI4, as I think it limited a lot of mechanics, but at least HOI4 never pretended to be an economic simulator.

it's been a while but iirc you could build up stockpiles of this and that in hoi4
You can stockpile equipment and fuel, but nothing else.  You can't stockpile civilian production (which means you can't buy/sell equipment, hence the need for events that give you extra civ factories for a period in exchange for 25 bombers), and you can't stockpile resources.  The moment you lose access to steel, the ship and tank production grinds to a halt the very next day.

ah yes, true enough. agree that this is indeed a rather annoying system
Title: Re: Victoria 3
Post by: Threviel on August 29, 2021, 03:19:24 AM
Quote from: DGuller on August 28, 2021, 11:26:38 AM
You can stockpile equipment and fuel, but nothing else.  You can't stockpile civilian production (which means you can't buy/sell equipment, hence the need for events that give you extra civ factories for a period in exchange for 25 bombers), and you can't stockpile resources.  The moment you lose access to steel, the ship and tank production grinds to a halt the very next day.

If I remember HoI3 correctly you could stockpile vast amounts of resources, enough to last a good part of the war and that seems to me even more unrealistic.

For example Germany relied on Swedish iron ore, without it tank and ship production would have ground to a halt. Sure they had reserves, but not years worth of reserves. And the same with everything really, no one had gigantic warehouses filled with aluminium for use in case of war.

I think the HoI4 system all in all works better, perhaps there should be a time lag based on distance to resource or something, but that seems overly advanced without much gain. It's a game after all, not a logistics simulator.
Title: Re: Victoria 3
Post by: DGuller on August 29, 2021, 08:34:18 AM
I never played HOI3, but I did get a sense that this design choice for HOI4 was in response to over-stockpiling in HOI3, but I think that went way too far the other way.  Not only is it a bad gameplay, but it's also an annoying gameplay, since you get into these endless cycles of resource availability for trading changing every day, and you having to stay on top of it.  With some stockpiling you can just have "buy up to" orders and not have to be on top of them full time.
Title: Re: Victoria 3
Post by: Threviel on August 29, 2021, 09:37:34 AM
Yeah, but that didn't happen in a strategical scale during the war. No one had gigantic warehouses chock full of resources just lying around.

The closest approximation would be some kind of lag representing the resources way to the final product, but that would be a two-egged thing since it would take months and months for some newly conquered resources to show up in the system.

I think the current way is an acceptable compromise.
Title: Re: Victoria 3
Post by: grumbler on August 29, 2021, 06:16:53 PM
Quote from: Threviel on August 29, 2021, 09:37:34 AM
Yeah, but that didn't happen in a strategical scale during the war. No one had gigantic warehouses chock full of resources just lying around.

The closest approximation would be some kind of lag representing the resources way to the final product, but that would be a two-egged thing since it would take months and months for some newly conquered resources to show up in the system.

I think the current way is an acceptable compromise.

Actually, Japan did exactly what you say no countries did, especially with oil, aluminum, scrap steel, and high-octane aircraft fuels.  In the case of oil, it was over a year's worth of stockpile (though planned at two years' worth, consumption was much higher than anticipated).

I think that a better system than the current one would have no explicit stockpiles, but a more gradual decline in manufacturing if resources are lower than needed.

What HOI is missing is any kind of civilian economy, and a link between it and stability.  Shifting resources to military production should have stability implications that get worse if the country isn't at war or world tensions are not high.  The concept of stability is greatly under-utilized.
Title: Re: Victoria 3
Post by: Threviel on August 30, 2021, 12:37:04 AM
Quote from: grumbler on August 29, 2021, 06:16:53 PM
Actually, Japan did exactly what you say no countries did, especially with oil, aluminum, scrap steel, and high-octane aircraft fuels.  In the case of oil, it was over a year's worth of stockpile (though planned at two years' worth, consumption was much higher than anticipated).

Yeah, I don't think I mentioned fuel since HoI4 has a stockpile system for that and every state presumably had reserves.

Interesting with Japan, thanks for that. How did that work? What was the cost for them to do that? Did they even have much of an internal production of steel and aluminium?

My guess is that they had been at war for a long time and they planned on staying at war for a year or so at least, so they had a lot of time to plan and prepare. Knowing that they lacked resources they had no choice but to buy and store raw resources. But that is an uneducated guess.
Title: Re: Victoria 3
Post by: grumbler on August 30, 2021, 06:18:33 AM
Quote from: Threviel on August 30, 2021, 12:37:04 AM
Quote from: grumbler on August 29, 2021, 06:16:53 PM
Actually, Japan did exactly what you say no countries did, especially with oil, aluminum, scrap steel, and high-octane aircraft fuels.  In the case of oil, it was over a year's worth of stockpile (though planned at two years' worth, consumption was much higher than anticipated).

Yeah, I don't think I mentioned fuel since HoI4 has a stockpile system for that and every state presumably had reserves.

Interesting with Japan, thanks for that. How did that work? What was the cost for them to do that? Did they even have much of an internal production of steel and aluminium?

My guess is that they had been at war for a long time and they planned on staying at war for a year or so at least, so they had a lot of time to plan and prepare. Knowing that they lacked resources they had no choice but to buy and store raw resources. But that is an uneducated guess.

No state in the HOI4 world has two years' worth of wartime fuel reserves.  Japan stockpiled because she lacked the internal production of those materials and needed a buffer to cover the time between going to war and capturing those assets.  The cost was moderately high because of the infrastructure needed to store nd move the stockpile, but it was a cost they had to pay in order to avoid playing HOI4 Japan.

Speaking of Japan and aluminum, the A6M2 Zero used the most advanced aluminum in the world at the time to achieve its remarkable combination of firepower, weight, and agility.
Title: Re: Victoria 3
Post by: jimmy olsen on August 30, 2021, 09:08:18 AM
Quote from: Threviel on August 29, 2021, 03:19:24 AM
Quote from: DGuller on August 28, 2021, 11:26:38 AM
You can stockpile equipment and fuel, but nothing else.  You can't stockpile civilian production (which means you can't buy/sell equipment, hence the need for events that give you extra civ factories for a period in exchange for 25 bombers), and you can't stockpile resources.  The moment you lose access to steel, the ship and tank production grinds to a halt the very next day.

If I remember HoI3 correctly you could stockpile vast amounts of resources, enough to last a good part of the war and that seems to me even more unrealistic.

For example Germany relied on Swedish iron ore, without it tank and ship production would have ground to a halt. Sure they had reserves, but not years worth of reserves. And the same with everything really, no one had gigantic warehouses filled with aluminium for use in case of war.

I think the HoI4 system all in all works better, perhaps there should be a time lag based on distance to resource or something, but that seems overly advanced without much gain. It's a game after all, not a logistics simulator.

Didn't the Germans seize 6-12 months worth of nitrates in Belgium in WWI which made a huge difference in their war effort?
Title: Re: Victoria 3
Post by: garbon on October 28, 2021, 02:52:05 PM
The new system of war/diplomacy as outlined in the latest dev diary sounds interesting.
Title: Re: Victoria 3
Post by: The Minsky Moment on October 28, 2021, 04:13:00 PM
Quote from: jimmy olsen on August 30, 2021, 09:08:18 AM
Didn't the Germans seize 6-12 months worth of nitrates in Belgium in WWI which made a huge difference in their war effort?

Germany did stockpile nitrates pre-war and they did seize nitrate stockpiles at Antwerp  - that said, those would not have been sufficient to fight out the war had it not been for the synthesis of nitrates by the German chemical industry.

As a more general matter, despite the long preparations for war by the great powers, it is a notorious fact that the combatant powers suffered from munitions shortages by a few months into WW1.

Given the choice between a system that permits a player to exploit by stockpiling vast stores of military supplies and a system with no stockpiles, I'd prefer the latter.
Title: Re: Victoria 3
Post by: Tamas on October 28, 2021, 04:31:49 PM
Quote from: garbon on October 28, 2021, 02:52:05 PM
The new system of war/diplomacy as outlined in the latest dev diary sounds interesting.

Yep. Let's hope they can balance it reasonably.
Title: Re: Victoria 3
Post by: Habbaku on November 04, 2021, 03:33:01 PM
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-22-the-concept-of-war.1496459/

I'm so excited about this.
Title: Re: Victoria 3
Post by: Tamas on November 04, 2021, 04:12:11 PM
Quote from: Habbaku on November 04, 2021, 03:33:01 PM
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-22-the-concept-of-war.1496459/

I'm so excited about this.

QuoteThe second pillar, War is Strategic, is exactly what it sounds like. In Victoria 3, all decisions you make regarding warfare are on the strategic level, not the tactical. What this means is that you do not move units directly on the map, or make decisions about which exact units should be initiating battle where. Instead of being unit-in-province-based, warfare in Victoria 3 is focused on supplying and allocating troops to frontlines between you and your enemies. The decisions you make during war are about matters such as what front you send your generals to and what overall strategy they should be following there. If this sounds like a radical departure from the norm in Paradox GSGs, that's because it is, and I'll be talking more about the rationale at the end of this dev diary.

:o

It's VERY cool they have the guts to move away from standard Paradox stack chasing like that. I hope the crying on their forum won't be too much for leadership to make them revert.
Title: Re: Victoria 3
Post by: crazy canuck on November 04, 2021, 04:23:04 PM
Ohhh, I just got a lot more interested in this game.
Title: Re: Victoria 3
Post by: Barrister on November 04, 2021, 05:00:28 PM
Cool idea, but you still have to make it fun.  Sometimes if you abstract things too much you lose the fun.
Title: Re: Victoria 3
Post by: Josquius on November 04, 2021, 05:45:44 PM
Sounds nice in theory but didn't the most recent HOI try something like that? And it was quite the unplayable mess....
Title: Re: Victoria 3
Post by: Habbaku on November 04, 2021, 06:09:58 PM
Quote from: Tyr on November 04, 2021, 05:45:44 PM
Sounds nice in theory but didn't the most recent HOI try something like that? And it was quite the unplayable mess....

No? HOI 4 has tons of micro.
Title: Re: Victoria 3
Post by: Tamas on November 04, 2021, 06:16:11 PM
Quote from: Tyr on November 04, 2021, 05:45:44 PM
Sounds nice in theory but didn't the most recent HOI try something like that? And it was quite the unplayable mess....

I think what you mean is that in HOI4 you can put formations under AI control by giving instructions. I liked it because otherwise the AI was trivially easy to micro-manage around. In Vicky 3 they are planning to go away with all the unit micro. Which is great.
Title: Re: Victoria 3
Post by: DGuller on November 04, 2021, 07:54:49 PM
HOI4 definitely has plenty of tactical micromanagement, if you want it (which you should, as otherwise you might suffer some casualties).  For that matter, it has plenty of strategic micromanagement as well, since front lines fall apart pretty regularly.
Title: Re: Victoria 3
Post by: Razgovory on November 04, 2021, 09:14:35 PM
So is this game just not going to have military units?
Title: Re: Victoria 3
Post by: Zanza on November 05, 2021, 12:19:13 PM
Maybe moving from tactical to strategical level allows them to build a competitive AI.
Title: Re: Victoria 3
Post by: The Minsky Moment on November 05, 2021, 01:07:52 PM
Quote from: Tamas on November 04, 2021, 04:12:11 PM
It's VERY cool they have the guts to move away from standard Paradox stack chasing like that. I hope the crying on their forum won't be too much for leadership to make them revert.

My thoughts exactly.
E.g. Having to siege every crappy Mexican province to get the historical peace is not an experience that needs repeating.

Hopefully it will also help them address the never solved problem of how to model warfare in the 19th century wars of unification AND also the WW1 era
Title: Re: Victoria 3
Post by: The Minsky Moment on November 05, 2021, 01:17:50 PM
Quote from: Razgovory on November 04, 2021, 09:14:35 PM
So is this game just not going to have military units?

I think there will be units but they just won't be icons you move around on a map.  Rather you assign them to fronts and assign leaders to them with different capabilities.
Title: Re: Victoria 3
Post by: Richard Hakluyt on November 06, 2021, 03:00:41 AM
The devil is in the detail but I am really pleased with their aims here. I do hope we see the corps and divisions moving about on the map though. I look forward to seeing my armies being comprehensively out-manouevred by the Germans because I foolishly failed to invest in an adequate general staff  :cool:

Title: Re: Victoria 3
Post by: jimmy olsen on November 08, 2021, 07:48:04 AM
This is insanely ambitious. If they can pull it off is the question.
Title: Re: Victoria 3
Post by: Razgovory on November 08, 2021, 12:24:04 PM
It will probably resemble HOI4's battle system except that the AI controls both sides.
Title: Re: Victoria 3
Post by: DGuller on November 08, 2021, 12:47:48 PM
Quote from: Razgovory on November 08, 2021, 12:24:04 PM
It will probably resemble HOI4's battle system except that the AI controls both sides.
That wouldn't be the worst thing, since HOI4 AI does simulate WW1 warfare pretty well.
Title: Re: Victoria 3
Post by: crazy canuck on November 08, 2021, 05:48:17 PM
Quote from: jimmy olsen on November 08, 2021, 07:48:04 AM
This is insanely ambitious. If they can pull it off is the question.

My uneducated guess is it might be easier than trying to code AI to move a bunch of units around the map.
Title: Re: Victoria 3
Post by: Tamas on November 09, 2021, 04:10:21 AM
Quote from: crazy canuck on November 08, 2021, 05:48:17 PM
Quote from: jimmy olsen on November 08, 2021, 07:48:04 AM
This is insanely ambitious. If they can pull it off is the question.

My uneducated guess is it might be easier than trying to code AI to move a bunch of units around the map.

Yeah the challenge is more about making it in a way that people used to microing stacks in an entirely unrealistic matter will still find it fun and not bury the game under negative reviews.
Title: Re: Victoria 3
Post by: KRonn on November 10, 2021, 08:53:12 PM
Quote from: The Minsky Moment on November 05, 2021, 01:07:52 PM
Quote from: Tamas on November 04, 2021, 04:12:11 PM
It's VERY cool they have the guts to move away from standard Paradox stack chasing like that. I hope the crying on their forum won't be too much for leadership to make them revert.

My thoughts exactly.
E.g. Having to siege every crappy Mexican province to get the historical peace is not an experience that needs repeating.

Hopefully it will also help them address the never solved problem of how to model warfare in the 19th century wars of unification AND also the WW1 era

I'm keeping an open mind on this but I tend to like what they're trying to do with changing combat in this game. It's more a strategic game with the economy, colonies, etc so I guess they're trying to do something similar with combat. I haven't seen what navies and naval combat will be like.
Title: Re: Victoria 3
Post by: Habbaku on November 11, 2021, 12:39:20 PM
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-23-fronts-and-generals.1497106/

:yeah:

Title: Re: Victoria 3
Post by: crazy canuck on November 11, 2021, 12:54:59 PM
Excitement level increased.  I will honour the promise to myself never to buy a paradox game on release again, after this one.
Title: Re: Victoria 3
Post by: Habbaku on November 11, 2021, 12:56:40 PM
I was very pleased with my at-release purchase of CK3. So they've earned another at-release purchase with this.  :P
Title: Re: Victoria 3
Post by: Tamas on November 11, 2021, 03:02:10 PM
Quote from: crazy canuck on November 11, 2021, 12:54:59 PM
Excitement level increased.  I will honour the promise to myself never to buy a paradox game on release again, after this one.

Same here.  :D
Title: Re: Victoria 3
Post by: Josephus on November 11, 2021, 03:51:28 PM
Quote from: crazy canuck on November 11, 2021, 12:54:59 PM
Excitement level increased.  I will honour the promise to myself never to buy a paradox game on release again, after this one.

Yeah, but will you pre order the special uber deluxe version with bonus song.?
Title: Re: Victoria 3
Post by: HVC on November 11, 2021, 03:53:04 PM
is it falalala?
Title: Re: Victoria 3
Post by: The Minsky Moment on November 11, 2021, 05:22:01 PM
Quote from: Habbaku on November 11, 2021, 12:39:20 PM
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-23-fronts-and-generals.1497106/

:yeah:

Looks like basically it keeps much of the essence of the old system except without the ping-ponging, carpet sieges and other annoyances and exploits associated with province based movement.
Title: Re: Victoria 3
Post by: The Minsky Moment on November 11, 2021, 06:15:21 PM
Posted this in the dev diary thread:

So far, looks good.
Really like the interaction between the generals and their political influence and effects.
However, if there is one nit it is that I think there was a missed opportunity on the general traits (positive) and conditions (negative?)
It is logical to think that the generals would acquire positive attributes through experience but in reality I think that is rarely the case. The Napoleon of 1812-15 was more experienced than the Napoleon of 1797-1805, but not I think the superior general. I don't think Rommel was an effective general in North Africa because he spent many years in deserts. etc.

What would be more interesting is if the general's personality was always known but key traits both positive and negative were hidden and unknown until after the general spent some time in action. That would better reflect the reality that the true abilities of many commanders in the period were not really known until after they had been tested - compare for example the evolution in the reputations of McClellan and Grant. It would also help recreate the real dilemmas that occurred during this period when generals believed to be effective were promoted and obtained political influence only to be exposed as incompetent in the field.
Title: Re: Victoria 3
Post by: crazy canuck on November 11, 2021, 08:08:39 PM
Quote from: Josephus on November 11, 2021, 03:51:28 PM
Quote from: crazy canuck on November 11, 2021, 12:54:59 PM
Excitement level increased.  I will honour the promise to myself never to buy a paradox game on release again, after this one.

Yeah, but will you pre order the special uber deluxe version with bonus song.?

I am excited but not that excited - yet.
Title: Re: Victoria 3
Post by: DGuller on November 11, 2021, 08:12:05 PM
Quote from: The Minsky Moment on November 11, 2021, 06:15:21 PM
Posted this in the dev diary thread:

So far, looks good.
Really like the interaction between the generals and their political influence and effects.
However, if there is one nit it is that I think there was a missed opportunity on the general traits (positive) and conditions (negative?)
It is logical to think that the generals would acquire positive attributes through experience but in reality I think that is rarely the case. The Napoleon of 1812-15 was more experienced than the Napoleon of 1797-1805, but not I think the superior general. I don't think Rommel was an effective general in North Africa because he spent many years in deserts. etc.

What would be more interesting is if the general's personality was always known but key traits both positive and negative were hidden and unknown until after the general spent some time in action. That would better reflect the reality that the true abilities of many commanders in the period were not really known until after they had been tested - compare for example the evolution in the reputations of McClellan and Grant. It would also help recreate the real dilemmas that occurred during this period when generals believed to be effective were promoted and obtained political influence only to be exposed as incompetent in the field.
I like your idea, and I think it would also go a great way towards removing the gamey leveling-up aspect.  Right now in HOI, if I'm in the mood to min-max, I try to manage where the general fights to engineer a God-like combination of traits.  I find that too cheesy.
Title: Re: Victoria 3
Post by: garbon on November 12, 2021, 02:37:40 AM
Would it be fun though? Battle after battle, why am I losing? Oh secretly unrevealed terrible general. Okay immediately toss him out assuming I can take rep hit with his interest group.
Title: Re: Victoria 3
Post by: Tamas on November 12, 2021, 04:27:38 AM
Quote from: garbon on November 12, 2021, 02:37:40 AM
Would it be fun though? Battle after battle, why am I losing? Oh secretly unrevealed terrible general. Okay immediately toss him out assuming I can take rep hit with his interest group.

Yeah I suspect generals is where they want to give players the feeling of control over battles and war.
Title: Re: Victoria 3
Post by: Josquius on November 12, 2021, 04:50:59 AM
I do wonder on generals. The way many games do it where you have this pool of generals just sitting around waiting for an army to lead...and you can swap them in and out at will with little ill effect.... That just doesn't seem right to me.
I do wonder whether abstracting this could be the right way to go. I don't give a shit whether the guy in charge of my army is General Jones or General Smith. Surely what makes the difference is more the quality of my officer pool as a whole, with a randomness factor thrown in. This is important both for the strategic decisions armies make when fighting a war and for how well elements of the army perform when they meet the enemy - who knows whether it'll be the top of the class junior General leading those units that run into the enemy or the guy who bought a commission just for the crack.
Title: Re: Victoria 3
Post by: The Minsky Moment on November 12, 2021, 09:34:20 AM
Quote from: garbon on November 12, 2021, 02:37:40 AM
Okay immediately toss him out assuming I can take rep hit with his interest group.

That's the issue though - the trade off between problems on the war front and problems on the home front.

I don't think the existing system provides more fun factor - it's just a matter of taking the 10 seconds picking out the generals with the best modifiers.  The alternative could open some more creative options - e.g. using a promising but still unknown general in a backwater brush war (rather than a known and reliable hand) to test them out before committing to promotion. 

As DG points out the status quo system results in the ahistorical result that all wars are fought by brilliant generals and the dolts are all weeded out.  Whereas in real life this period of military history (like many others) was notable for the significant role played by limited or outright incompetent generals.  The lack of historical immersion would be reason enough to make a change but the decision to make generals into political characters as well reinforces that reason.
Title: Re: Victoria 3
Post by: garbon on November 12, 2021, 02:09:13 PM
I'm not saying current system is more realistic but question if it would be more fun by a player to be hamstrung in battles by something they were unaware of...and really until trait was revealed would have no idea that's why they were failing.
Title: Re: Victoria 3
Post by: PDH on November 12, 2021, 06:24:52 PM
Not sure if it would be fun, but Minsky's idea allows for something like the string of...interesting generals the Union had in the East during the Civil War.  Of course, the only way to overcome that would be huge grand divisions to chew up the confederates in battle after battle - but people would cry out "gaming the system" in that case.
Title: Re: Victoria 3
Post by: Josephus on November 13, 2021, 10:19:13 AM
You can have character tratis for the generals similar to traits in Crusader Kings and Hearts of Iron.
A general in Vic can have several traits. One or two might be known (studious, clever). One or two might be picked up in battle (good in mountain fighting or snow), and one or two might be latent until they show up in battle (coward, ruthless).

Title: Re: Victoria 3
Post by: Habbaku on November 13, 2021, 10:58:22 PM
Quote from: PDH on November 12, 2021, 06:24:52 PM
Not sure if it would be fun, but Minsky's idea allows for something like the string of...interesting generals the Union had in the East during the Civil War.  Of course, the only way to overcome that would be huge grand divisions to chew up the confederates in battle after battle - but people would cry out "gaming the system" in that case.

This is one of my favorite Languish memes.
Title: Re: Victoria 3
Post by: Tamas on November 14, 2021, 04:44:04 AM
Quote from: PDH on November 12, 2021, 06:24:52 PM
Not sure if it would be fun, but Minsky's idea allows for something like the string of...interesting generals the Union had in the East during the Civil War.  Of course, the only way to overcome that would be huge grand divisions to chew up the confederates in battle after battle - but people would cry out "gaming the system" in that case.

:lol:

:mad:
Title: Re: Victoria 3
Post by: Zanza on April 18, 2022, 05:41:59 AM
A developer version has apparently been pirated by a beta tester. Mixed reactions supposedly.
I hope this does not impact sales figures and they don't bin this like Imperator ...
Title: Re: Victoria 3
Post by: Josquius on April 18, 2022, 07:33:22 AM
Quote from: Zanza on April 18, 2022, 05:41:59 AMA developer version has apparently been pirated by a beta tester. Mixed reactions supposedly.
I hope this does not impact sales figures and they don't bin this like Imperator ...

Zero interest in playing it (once upon a time I'd be right on that) but where did you read this? Curious to see people's reactions.
Title: Re: Victoria 3
Post by: Tamas on April 18, 2022, 08:22:50 AM
Browsing the 4chan thread seems as useless as I expected. Genuine issue reports (like Hungarians migrating en-masse to North Africa) seem like standard early beta stuff, rest is just people not understanding how the game is supposed to work (like calling it broken because you don't control the military).
Title: Re: Victoria 3
Post by: DGuller on April 18, 2022, 10:38:59 AM
Did the catch the asshole beta tester who leaked it?
Title: Re: Victoria 3
Post by: Zanza on April 18, 2022, 12:20:05 PM
Quote from: Josquius on April 18, 2022, 07:33:22 AM
Quote from: Zanza on April 18, 2022, 05:41:59 AMA developer version has apparently been pirated by a beta tester. Mixed reactions supposedly.
I hope this does not impact sales figures and they don't bin this like Imperator ...

Zero interest in playing it (once upon a time I'd be right on that) but where did you read this? Curious to see people's reactions.
I
Saw it in the Victoria 3 subreddit.
Title: Re: Victoria 3
Post by: The Minsky Moment on April 18, 2022, 08:55:10 PM
The AAR on the discord seemed promising.  Obvious balancing and scripting problems still as a key event was the UK government falling to a revolution over the size of the franchise, resulting in the deposition of the Queen.  But the political side seems to be more developed than Vic2 - the player had to struggle against landowner resistance to push through military reforms
Title: Re: Victoria 3
Post by: Razgovory on April 19, 2022, 06:45:09 PM
Quote from: DGuller on April 18, 2022, 10:38:59 AMDid the catch the asshole beta tester who leaked it?
I hope so.  I fucking hate when this happens.
Title: Re: Victoria 3
Post by: jimmy olsen on May 15, 2022, 06:30:56 AM
Everything I've seen so far regarding politics looks good.
Title: Re: Victoria 3
Post by: FunkMonk on May 16, 2022, 09:45:09 PM
This could prove to be the greatest Paradox game of all time :hmm:
Title: Re: Victoria 3
Post by: Tamas on August 28, 2022, 01:22:06 PM
I have just had a look at the official forums for quite a while and apparently the release date will be announced on Tuesday.

I am hoping its no later than early October.
Title: Re: Victoria 3
Post by: Habbaku on August 28, 2022, 01:41:35 PM
I'm predicting early November.
Title: Re: Victoria 3
Post by: garbon on August 28, 2022, 02:02:45 PM
After seeing what they have not done with ck3, I'm sleep on this one for a bit.
Title: Re: Victoria 3
Post by: Josquius on August 29, 2022, 01:58:23 AM
I remember early Victoria 2 (or was it Victoria 1...or both?) was pretty ridiculous with India turning British within 50 years and such weirdness. So wise to wait.
Title: Re: Victoria 3
Post by: The Brain on August 29, 2022, 03:01:58 AM
Such Raj! Much ridiculous!

More interesting is if you can keep China British.
Title: Re: Victoria 3
Post by: Richard Hakluyt on August 29, 2022, 04:22:17 AM
It is a very ambitious game; really looking forward to playing it but also expecting problems of one sort or another.

I'll give them my money from the get-go just for trying  :cool:
Title: Re: Victoria 3
Post by: Tamas on August 29, 2022, 05:44:41 AM
Quote from: Richard Hakluyt on August 29, 2022, 04:22:17 AMIt is a very ambitious game; really looking forward to playing it but also expecting problems of one sort or another.

I'll give them my money from the get-go just for trying  :cool:


Yeah same.
Title: Re: Victoria 3
Post by: ulmont on August 29, 2022, 11:12:19 AM
Quote from: Habbaku on August 28, 2022, 01:41:35 PMI'm predicting early November.

...presumably the 11th.
Title: Re: Victoria 3
Post by: crazy canuck on August 29, 2022, 11:45:48 AM
Quote from: Tamas on August 29, 2022, 05:44:41 AM
Quote from: Richard Hakluyt on August 29, 2022, 04:22:17 AMIt is a very ambitious game; really looking forward to playing it but also expecting problems of one sort or another.

I'll give them my money from the get-go just for trying  :cool:


Yeah same.

ditto
Title: Re: Victoria 3
Post by: Crazy_Ivan80 on August 29, 2022, 11:56:02 AM
I'm still undecided. What I've seen looks really good, but on the other hand: I play pdox games far less than I used to.
Title: Re: Victoria 3
Post by: Habbaku on August 29, 2022, 02:42:50 PM
Quote from: ulmont on August 29, 2022, 11:12:19 AM
Quote from: Habbaku on August 28, 2022, 01:41:35 PMI'm predicting early November.

...presumably the 11th.

 ;)
Title: Re: Victoria 3
Post by: Tamas on August 30, 2022, 09:09:34 AM
25th October. Later than I hoped but not too bad.
Title: Re: Victoria 3
Post by: Habbaku on August 30, 2022, 10:01:42 AM
:yeah:
Title: Re: Victoria 3
Post by: Habbaku on August 30, 2022, 10:03:45 AM
https://us.gamesplanet.com/game/victoria-3-steam-key--5145-1?ref=itad

10% off pre-order discount here.
Title: Re: Victoria 3
Post by: Sheilbh on August 30, 2022, 11:11:50 AM
Quote from: Richard Hakluyt on August 29, 2022, 04:22:17 AMIt is a very ambitious game; really looking forward to playing it but also expecting problems of one sort or another.

I'll give them my money from the get-go just for trying  :cool:
:lol: Yes.
Title: Re: Victoria 3
Post by: Tamas on August 30, 2022, 02:48:05 PM
I am peeking into parts of this 4-hour gameplay recording: https://www.youtube.com/watch?v=wDPdWMTCFcM

Looks pretty cool to be honest, I hope it will be at superficially balanced with a not totally braindead AI. :)
Title: Re: Victoria 3
Post by: Habbaku on August 30, 2022, 02:56:56 PM
I've already got a small group (5, at current) committed to a multiplayer session. You could join us. :sleep:
Title: Re: Victoria 3
Post by: Habbaku on August 30, 2022, 03:00:00 PM
https://www.wingamestore.com/product/13688/Victoria-3/

15% discount now!
Title: Re: Victoria 3
Post by: Tamas on August 30, 2022, 03:07:56 PM
Quote from: Habbaku on August 30, 2022, 02:56:56 PMI've already got a small group (5, at current) committed to a multiplayer session. You could join us. :sleep:

Tempting thanks, but I don't think the timezone will work out much.


At the end of the stream you can see the war AI needs work... They as Netherlands attacked Belgium to show how that works, and due to the diplomatic mini-game Russia supported them. SO the Belgium AI decided to land its army in Perm while the Dutch moved in to Belgium pretty much unopposed. :pinch:
Title: Re: Victoria 3
Post by: Habbaku on August 30, 2022, 03:22:34 PM
We'd typically start around midnight your time, so I don't see the problem!
Title: Re: Victoria 3
Post by: garbon on August 30, 2022, 03:24:17 PM
Quote from: Tamas on August 30, 2022, 03:07:56 PM
Quote from: Habbaku on August 30, 2022, 02:56:56 PMI've already got a small group (5, at current) committed to a multiplayer session. You could join us. :sleep:

Tempting thanks, but I don't think the timezone will work out much.


At the end of the stream you can see the war AI needs work... They as Netherlands attacked Belgium to show how that works, and due to the diplomatic mini-game Russia supported them. SO the Belgium AI decided to land its army in Perm while the Dutch moved in to Belgium pretty much unopposed. :pinch:

Sounds like the standard Paradox AI. What's not to love?
Title: Re: Victoria 3
Post by: Maladict on August 30, 2022, 03:25:00 PM
Quote from: garbon on August 30, 2022, 03:24:17 PM
Quote from: Tamas on August 30, 2022, 03:07:56 PM
Quote from: Habbaku on August 30, 2022, 02:56:56 PMI've already got a small group (5, at current) committed to a multiplayer session. You could join us. :sleep:

Tempting thanks, but I don't think the timezone will work out much.


At the end of the stream you can see the war AI needs work... They as Netherlands attacked Belgium to show how that works, and due to the diplomatic mini-game Russia supported them. SO the Belgium AI decided to land its army in Perm while the Dutch moved in to Belgium pretty much unopposed. :pinch:

Sounds like the standard Belgian AI. What's not to love?

fyp  :P
Title: Re: Victoria 3
Post by: Sheilbh on August 30, 2022, 03:56:40 PM
Via Twitter from an earlier build of the AI - and I don't hate it :ph34r:
(https://pbs.twimg.com/media/Fbb01siUYAADLkd?format=png&name=small)

(Jos is still trapped in a country no doubt run by Tories :lol:)
Title: Re: Victoria 3
Post by: Solmyr on August 30, 2022, 03:58:24 PM
-18% here: https://www.greenmangaming.com/games/victoria-3-pc/
Title: Re: Victoria 3
Post by: FunkMonk on August 30, 2022, 05:01:44 PM
Apparently this will be on Game Pass PC on release so I guess I'll pay $0 and play this for many, many hours.
Title: Re: Victoria 3
Post by: grumbler on August 30, 2022, 06:26:20 PM
All these places with discounts seem to want my data before they will sell to me.  No thanks.  I already get enough spam. I'll spend my money elsewhere, even if its a bit more expensive.
Title: Re: Victoria 3
Post by: garbon on August 30, 2022, 09:55:28 PM
Quote from: FunkMonk on August 30, 2022, 05:01:44 PMApparently this will be on Game Pass PC on release so I guess I'll pay $0 and play this for many, many hours.

That doesn't appear in line with what paradox said on their forum.

https://forum.paradoxplaza.com/forum/threads/victoria-3-on-steam.1540234/

QuoteThe game will be a Steam exclusive at the release - after discussion with our partners it was decided that Victoria 3 won't be a part of Game Pass or Microsoft Store
Title: Re: Victoria 3
Post by: Crazy_Ivan80 on August 31, 2022, 01:10:29 AM
Quote from: Tamas on August 30, 2022, 03:07:56 PM
Quote from: Habbaku on August 30, 2022, 02:56:56 PMI've already got a small group (5, at current) committed to a multiplayer session. You could join us. :sleep:

Tempting thanks, but I don't think the timezone will work out much.


At the end of the stream you can see the war AI needs work... They as Netherlands attacked Belgium to show how that works, and due to the diplomatic mini-game Russia supported them. SO the Belgium AI decided to land its army in Perm while the Dutch moved in to Belgium pretty much unopposed. :pinch:

It's a special AI operation
Title: Re: Victoria 3
Post by: Valmy on August 31, 2022, 02:04:52 AM
Granted my knowledge of this is based on playing EU but isn't Perm in the middle of the Eurasian landmass? How did they land their troops there?
Title: Re: Victoria 3
Post by: Zanza on August 31, 2022, 02:09:21 AM
PSA: You can always find Steam deals here:
https://isthereanydeal.com/search/?q=Victoria+3
Title: Re: Victoria 3
Post by: Syt on August 31, 2022, 02:15:28 AM
There's also a very good browser plugin that will let you browse Steam and give you links to discounted sites, lowest price for the product, add more filters to the store etc.

https://augmentedsteam.com/
Title: Re: Victoria 3
Post by: FunkMonk on August 31, 2022, 09:04:10 AM
Quote from: garbon on August 30, 2022, 09:55:28 PM
Quote from: FunkMonk on August 30, 2022, 05:01:44 PMApparently this will be on Game Pass PC on release so I guess I'll pay $0 and play this for many, many hours.

That doesn't appear in line with what paradox said on their forum.

https://forum.paradoxplaza.com/forum/threads/victoria-3-on-steam.1540234/

QuoteThe game will be a Steam exclusive at the release - after discussion with our partners it was decided that Victoria 3 won't be a part of Game Pass or Microsoft Store

 :(

I'll just let everyone else beta test this out for me then
Title: Re: Victoria 3
Post by: Tamas on August 31, 2022, 09:18:21 AM
Interesting thread, quite promising and seemingly delivering the internal focus I was hoping for, but also clearly a lot of room for improvement (as expected): https://www.reddit.com/r/victoria3/comments/x1qom2/i_got_to_play_victoria_3_for_over_70_hours_ama
Title: Re: Victoria 3
Post by: crazy canuck on August 31, 2022, 09:26:34 AM
Great read, thanks!  Sounds very promising-including the fact the AI is not yet in final form, so less concern about it invading Perm with this build.
Title: Re: Victoria 3
Post by: garbon on August 31, 2022, 09:33:58 AM
Quote from: crazy canuck on August 31, 2022, 09:26:34 AMGreat read, thanks!  Sounds very promising-including the fact the AI is not yet in final form, so less concern about it invading Perm with this build.

Why are you all acting like we don't know how this story plays out?
Title: Re: Victoria 3
Post by: FunkMonk on August 31, 2022, 10:02:45 AM
:hmm:

QuoteOne of my biggest criticisms (and I even told Martin directly) is that there DEFINITELY needs to be WAY more international pressure if you decide to go communist or especially anarchist. Currently, it's almost none. I was anarchist Switzerland and had +100 relations with monarchist France.

Like in my mind, everyone should try to kill you immediately. Maybe that's a bit further than they want to go, but I'd love a game rule at least that's like "International Shit Fit Reaction to Communism: Lenient / Default / Realistic." At least if the country in question has a Powerful or Influential Industrialist and/or Landowners IG. Your relations should go to like -50 for council republic, -100 for Anarchism. Might fuck around and write a mod.
Title: Re: Victoria 3
Post by: The Brain on August 31, 2022, 10:41:42 AM
People complaining about the AI seem to have forgotten about the French attack on Prussia in 1870. It's realistic and WAD.
Title: Re: Victoria 3
Post by: Tamas on August 31, 2022, 10:54:27 AM
Quote from: FunkMonk on August 31, 2022, 10:02:45 AM:hmm:

QuoteOne of my biggest criticisms (and I even told Martin directly) is that there DEFINITELY needs to be WAY more international pressure if you decide to go communist or especially anarchist. Currently, it's almost none. I was anarchist Switzerland and had +100 relations with monarchist France.

Like in my mind, everyone should try to kill you immediately. Maybe that's a bit further than they want to go, but I'd love a game rule at least that's like "International Shit Fit Reaction to Communism: Lenient / Default / Realistic." At least if the country in question has a Powerful or Influential Industrialist and/or Landowners IG. Your relations should go to like -50 for council republic, -100 for Anarchism. Might fuck around and write a mod.

I mean, one of my gripes with Victoria 2 was that the cleanest, universal, and really quite easy, way to dominance was to beeline toward a modern Scandinavian-style social democracy. I don't dispute the superiority of such a system, but rather the fact that there were a lot of countries in the 19th and early 20th century, where if you tried to do that, they would had fallen apart (Austria-Hungary, Russia, to name a couple) or would had seen a lot of upheaval from vested interests and the like both internally and externally. Whereas in the game you just had to decide to go for it and it was fine.
Title: Re: Victoria 3
Post by: crazy canuck on August 31, 2022, 07:57:05 PM
Pre-purchased through steam
Title: Re: Victoria 3
Post by: Josephus on August 31, 2022, 09:23:59 PM
Quote from: crazy canuck on August 31, 2022, 07:57:05 PMPre-purchased through steam

Yeah I caved too.....
Title: Re: Victoria 3
Post by: Tamas on September 01, 2022, 06:23:11 PM
Very interesting summary of main systems and the iterations they went through. I am now properly hyped: https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-57-the-journey-so-far.1540349/
Title: Re: Victoria 3
Post by: Valmy on September 01, 2022, 06:52:58 PM
I am glad to see the military aspects more hands off. War was definitely the weakest link in Victoria 2.
Title: Re: Victoria 3
Post by: Habbaku on September 01, 2022, 07:53:59 PM
CDKeys somehow has a 31% discount now.  :lol:

https://www.cdkeys.com/victoria-3-pc-steam
Title: Re: Victoria 3
Post by: grumbler on September 01, 2022, 08:33:13 PM
Quote from: Habbaku on September 01, 2022, 07:53:59 PMCDKeys somehow has a 31% discount now.  :lol:

https://www.cdkeys.com/victoria-3-pc-steam

I did jump on that one.
Title: Re: Victoria 3
Post by: Solmyr on September 02, 2022, 12:52:12 AM
Same.  :D
Title: Re: Victoria 3
Post by: Tamas on September 02, 2022, 04:23:22 AM
Being caught on the hype train I looked back at dev diaries to see if the new concept of Homelands for cultures will stop India turning British mid 1850s and Hungary becoming German in a similar timeframe. Turns out yeah, it should:

QuoteThis leads us to cultural assimilation. The conditions for assimilation are a little more complex than conversion, and in some ways operate by the reverse logic. In order to start assimilating, a Pop must already be culturally accepted. After all, if they can't get citizenship, can't vote, can't participate in politics, can't get paid a fair wage on the basis of who they are, there simply is no way for them to assimilate - by which we mean, integrate themselves into a primary culture such that they are both accepted as such by others and genuinely consider themselves part of that culture. Renouncing one's religious beliefs and practices can be a very practical and concrete choice, but adopting and being adopted by a different culture is not a utilitarian decision.

In addition, Pops will never change culture if they live in a state they consider their Homeland. A Franco-Canadian in Ontario might over time adopt the ways and tongue of their Anglo-Canadian neighbors, but a Franco-Canadian who resides in Quebec?! Plutôt mourir!

(And of course, if a confederated Canada has been created with both Anglo- and Franco-Canadian as primary cultures, none of those types of Pops would be changing cultures in the first place.)

If a Pop should be assimilating, the culture they will be assimilating into will always be a primary culture. This is because, again, this is not a practical decision that's just up to the Pop in question, but a two-way-street of assimilation into the dominant national identity. In the case of countries with multiple primary cultures, the one selected will be the Homeland of the state the Pop lives in, or in case none or several apply, the dominant one among Pops who already live there. A Czech Pop living in a unified Germany (North + South German) in the state of Silesia (North German and Polish Homelands) will assimilate into the North German culture; if they lived in Bavaria they would be assimilating into the South German culture; and if they lived in Bohemia they would not assimilate at all, since Bohemia is a not only a South German but also a Czech Homeland. If this Pop instead lived in Transylvania (with both Hungarian and Romanian primary cultures and Homelands), they would be assimilating into whichever of those cultures is more dominant in the part of Transylvania where they live.

The rate of assimilation is the same as for religion, 0.2% per month. As mentioned, the Promote National Values decree can be used to double this rate on a per-state basis. In addition, a Public School System will provide an increased assimilation rate of +12.5% per investment level, representing perhaps a less overt approach to indoctrination than their religious counterparts. With maximum effort, this means you can assimilate half of a minority population in about 18 years.
Title: Re: Victoria 3
Post by: The Minsky Moment on September 02, 2022, 09:29:43 AM
The live stream looked good.  I like that fact that tech isn't simply a matter of research X and immediately get a bunch of bonuses; taking advantage of new production methods means having the necessary skilled labor and access to industrial resources, which in turn means either expanding trade, colonizing or constructing buildings, which in its own turn may mean unlocking better production methods to take full advantage - a nice little interaction.  One of the problems with Vic2 was the cookie cutter strategy for each country - get your bureaucrats up to establish admin capacity, then focus clergy/edu for literacy and tech pts, go state by state from largest to smallest, rinse and repeats.  Vic3 seems to give more meaningful and different options and starker tradeoffs; though it still remains to seen how effective it works.

The commentary around the war systems suggests that for some it still hasn't sunk in that there is a deliberate design choice to remove the operational aspect of warfare entirely.  I.e. you are a Bismarck or a Lincoln and military operations consist of putting your chips on your best generals, giving them the tools to fight, and hoping for the best; the military game is then just about managing manpower, munitions, and finances; addressing the consequences of losses and territorial damage; allocating resources across broad fronts; and management of political-military relations. 

That said it is a little concerning:
1) That even though the removal of an operational level should simplify matters for the AI, the build is still seeing obvious blunders like the Belgian amphibious invasion of Perm.
2) Generals are still  too simplistic - as I argued above, the true capabilities of a general should not be fully known to the political leadership (you) until subjected to months of real action.  Also it would be nice to see a deeper treatment of the political aspect beyond General X favors interest group Y.  Ideally it would nice to replicate the kind of interaction between Lincoln and McClellan, where McClellan first got a lot of rope to work with because Lincoln (and everyone else) genuinely believed he was a military genius and then continued to receive careful treatment even after it was clear he wasn't because of his political clout.  As opposed to what seems to be the case in game now - just pick the "best" general based on his transparently known traits and then manage the minor impact on interest group strength.
Title: Re: Victoria 3
Post by: The Minsky Moment on September 02, 2022, 09:37:17 AM
Quote from: Tamas on August 31, 2022, 10:54:27 AMI mean, one of my gripes with Victoria 2 was that the cleanest, universal, and really quite easy, way to dominance was to beeline toward a modern Scandinavian-style social democracy. I don't dispute the superiority of such a system, but rather the fact that there were a lot of countries in the 19th and early 20th century, where if you tried to do that, they would had fallen apart (Austria-Hungary, Russia, to name a couple) or would had seen a lot of upheaval from vested interests and the like both internally and externally. Whereas in the game you just had to decide to go for it and it was fine.

Right, for example, it was far too easy to reform Russia.  Just grind away building up admin and literacy for a few decades and then tech up and build out modern industries. It will be interesting to see how Vic3 models this.  The Russian market probably has sufficient industrial resources to allow for great progress in theory - the question will be how hard a political constraint the political game will impose and whether the game will impose and maintain sufficiently brutal logistical constraints on the movement of goods of resources across the country.
Title: Re: Victoria 3
Post by: HVC on September 02, 2022, 07:21:57 PM
I've been burned a few times so i'll wait. I did like the original Vicky. Even hosted a Vicky Languish MP.
Title: Re: Victoria 3
Post by: Valmy on September 02, 2022, 11:26:57 PM
I am all in on this game. The Victoria franchise is such a unique game series with its social and economic gameplay. And in one of the most hard core centuries in human history. I am ready for chauvinism, imperialism, reactionary fuckery, and communist nutjobs. Let's do it!

I didn't really see the need to get CK3 because CK2 was good enough. But Victoria 2 is showing its age. I am really looking forward to getting my hands on this, sure it may be heavily flawed but then so were Victoria and Victoria 2.
Title: Re: Victoria 3
Post by: Valmy on September 02, 2022, 11:27:37 PM
Quote from: Tamas on August 31, 2022, 10:54:27 AM
Quote from: FunkMonk on August 31, 2022, 10:02:45 AM:hmm:

QuoteOne of my biggest criticisms (and I even told Martin directly) is that there DEFINITELY needs to be WAY more international pressure if you decide to go communist or especially anarchist. Currently, it's almost none. I was anarchist Switzerland and had +100 relations with monarchist France.

Like in my mind, everyone should try to kill you immediately. Maybe that's a bit further than they want to go, but I'd love a game rule at least that's like "International Shit Fit Reaction to Communism: Lenient / Default / Realistic." At least if the country in question has a Powerful or Influential Industrialist and/or Landowners IG. Your relations should go to like -50 for council republic, -100 for Anarchism. Might fuck around and write a mod.

I mean, one of my gripes with Victoria 2 was that the cleanest, universal, and really quite easy, way to dominance was to beeline toward a modern Scandinavian-style social democracy. I don't dispute the superiority of such a system, but rather the fact that there were a lot of countries in the 19th and early 20th century, where if you tried to do that, they would had fallen apart (Austria-Hungary, Russia, to name a couple) or would had seen a lot of upheaval from vested interests and the like both internally and externally. Whereas in the game you just had to decide to go for it and it was fine.

To Swedes there are clearly only two ways of doing things. The Swedish way and the wrong way.
Title: Re: Victoria 3
Post by: Richard Hakluyt on September 03, 2022, 01:44:51 AM
Totally agree with Minsky about the generals. But this seems easy to fix to me; generals could turn up with their reputation with their real stats being revealed by experience.

It would be both hilarious and realistic to slowly realise that the military genius with the impressive beard was really a bit useless  :)
Title: Re: Victoria 3
Post by: Crazy_Ivan80 on September 03, 2022, 05:00:09 AM
Quote from: Richard Hakluyt on September 03, 2022, 01:44:51 AMTotally agree with Minsky about the generals. But this seems easy to fix to me; generals could turn up with their reputation with their real stats being revealed by experience.

It would be both hilarious and realistic to slowly realise that the military genius with the impressive beard was really a bit useless  :)


maybe a bit early for a Putin simulator?
Title: Re: Victoria 3
Post by: Syt on September 06, 2022, 12:35:44 AM
Quote from: Richard Hakluyt on August 29, 2022, 04:22:17 AMIt is a very ambitious game; really looking forward to playing it but also expecting problems of one sort or another.

I'll give them my money from the get-go just for trying  :cool:


That's the thing, though, isn't it? No one but them is really trying to do something similar in scope. AGEOD were about the only ones with Vainglory of Nations, and we know how that went. It's why I'm back to try and learn HoI4, because while there's plenty of tactical, strategic or operational WW2 games of varying complexity, from Panzer General to GG's War in the East and War in the Pacific, there's nothing really like HoI that tries to cover pretty much all aspects. The closest are maybe the Making History games and the Strategic Command ones, with the latter very much being in the beer & pretzels category (I like them, but they have nowhere near the attempt at scope as HoI).

It's also why, for all its flaws I still enjoy Stellaris, because it's the most flexible "throw every sci-fi concept into it" space 4X sandbox. Incidentally, it's also one of the few Paradox games I usually play with mods that increase the variety of stuff (more events, more planet modifiers, more planet types, etc.) and I cna just enjoy RPing some weird empire without going too crazy on the min/max (i.e. my main gripe with EU4 :P ).
Title: Re: Victoria 3
Post by: Richard Hakluyt on September 06, 2022, 02:41:31 AM
I tend to semi-RP and avoid min/max too. With the state of the AIs it is best not to do too much work studying the minutiae. So in HOI4 I don't optimise the combat width of my divisions and so on. A flaw in EUIV is that the min/max is a bit too obvious  :(

The Victoria series have an extra layer compared to EU series. So in EUIV you end up putting all the buildings in a fishing province that will fit as you may as well. In Victoria 3 you might not develop a fishing industry because, with luck, unemployment will drive the workers into the steel industry next door  :)
Title: Re: Victoria 3
Post by: Josquius on September 06, 2022, 07:30:46 AM
More than any of the other paradox  games bar CK I do wonder whether Victoria suffers a bit much from being a map game.

I struggle to think of another good way to do it than with the map as the central screen.
Title: Re: Victoria 3
Post by: Syt on September 06, 2022, 07:33:25 AM
Wel, there's the Democracy series, but it's entirely focused on internal politics, not external ones (and is, ultimately a puzzle of which numbers to increase/decrease to make others go up or down).
Title: Re: Victoria 3
Post by: Syt on September 07, 2022, 12:14:41 PM
Someone posted this on Reddit under "Literally unplayable:"

(https://i.redd.it/lsz9y4m0xfm91.png)

:lol:
Title: Re: Victoria 3
Post by: Habbaku on September 07, 2022, 12:35:22 PM
Bowing to modernism, how droll.
Title: Re: Victoria 3
Post by: Syt on September 09, 2022, 12:50:13 AM
The evolution of cover art from V1 => V3, with Revolution still being the worst of them all (including all major DLC). :D

(https://www.mobygames.com/images/covers/l/163203-victoria-an-empire-under-the-sun-windows-front-cover.jpg)

(https://vic2.paradoxwikis.com/images/e/ef/Victoria_-_Revolutions_Coverart.jpg)

(https://www.mobygames.com/images/covers/l/230758-victoria-ii-windows-front-cover.jpg)

(https://www.mobygames.com/images/covers/l/245707-victoria-ii-a-house-divided-windows-front-cover.jpg)

(https://vic2.paradoxwikis.com/images/thumb/4/4d/HeartofDarknessbox.jpg/330px-HeartofDarknessbox.jpg)

(https://hungrygeeks.com.ph/wp-content/uploads/2022/08/Victoria-3-cover.jpg)
Title: Re: Victoria 3
Post by: Alcibiades on September 09, 2022, 01:32:28 AM
Quote from: Habbaku on September 01, 2022, 07:53:59 PMCDKeys somehow has a 31% discount now.  :lol:

https://www.cdkeys.com/victoria-3-pc-steam

Caved and bought it, thanks for the link.
Title: Re: Victoria 3
Post by: Alcibiades on September 09, 2022, 01:34:33 AM
Quote from: Syt on September 06, 2022, 12:35:44 AMIt's also why, for all its flaws I still enjoy Stellaris, because it's the most flexible "throw every sci-fi concept into it" space 4X sandbox. Incidentally, it's also one of the few Paradox games I usually play with mods that increase the variety of stuff (more events, more planet modifiers, more planet types, etc.) and I cna just enjoy RPing some weird empire without going too crazy on the min/max (i.e. my main gripe with EU4 :P ).

Take a look at Distant Worlds franchise (the original is great...distant worlds 2 is still a bit rough around the edges but will get there, eventually.)  A much deeper and better game than Stellaris in my opinion, and the economy aspect is like comparing little league with professional sports.
Title: Re: Victoria 3
Post by: Syt on September 09, 2022, 02:11:00 AM
I've played a lot of Distant Worlds, from before it came onto Steam. It's very good, but compared to Stellaris it's severely lacking in flavor (and Universe's UI doesn't scale well in 4K :P ). DW2 doesn't seem to have caught up to what DW:U was yet, so I'm waiting for patches. DW may be the better strategy game, mechanically, but its immersion factor is fairly low for me, compared to Stellaris or even the GalCiv series.

I think it comes down to different foci: DW tries to be more of an Empire sim, Stellaris a space opera story sandbox; both have their place, and I will play one or the other depending on mood, just how I might sometimes play Strategic Command,, and sometimes John Tiller games. :P
Title: Re: Victoria 3
Post by: Tamas on September 10, 2022, 11:28:16 AM
If you want to listen to Proud Bavarian go on about his hands-on experience with Victoria 3 for almost two hours, you can do it here: https://www.youtube.com/watch?v=ywyhcFNEUzw&t=4s
Title: Re: Victoria 3
Post by: jimmy olsen on September 23, 2022, 09:52:16 PM
Looks good

https://www.pcgamer.com/creating-utopias-and-dystopias-by-gaslight-in-victoria-3/
Title: Re: Victoria 3
Post by: Syt on October 14, 2022, 01:12:56 PM
I watched a developer stream this or last week. In three hours they managed to unite Germany as Prussia, mostly focusing on allying the minors etc. They also went fully republican IIRC, abolishing the monarchy around 1849. They mostly ignored all other diplomacy and kept building up industries etc. and reacting to events. Getting through 30 years at speed 5 in a few hours is quite impressive, though other goings on around the world seemed weird (Egypt taking strange territories from Ottomans, US Civil War seeing much of the North West joining the Confederacy, China's muslim territories becoming a heavenly kingdom (or whatever the Taipeh Rebellion was called in game) .... maybe it was them not interacting much with the wider world or internal mechanics, focusing exclusively on unification, but it all seemed a bit too easy (building Germany), and I didn't get an impression they had to watch internal politics much besides enacting laws to keep people a bit happy.

It left me a bit apprehensive, and I hope that it just looked that way on stream. Though I'm not sure I like the menu designs etc. at the moment. It looked all a bit cluttered/"noisy" for my tastes.
Title: Re: Victoria 3
Post by: The Minsky Moment on October 14, 2022, 01:45:55 PM
German unification is half-baked; one of the devs admitted it on the forum.  It is currently set up so that German states steadily join Prussia until the NGF is formed; Prussia need do little other than not implode. Germany can then be formed by starting and winning a diplo play vs Austria and holding the required number of provinces. War with France is not required. It is clear that they are going to wait to implement a proper system via DLC.  Unfortunate.

The USCW issue appears to be a bug whereby northern states with lots of landowners that oppose abolitionism join the southern confederacy.  Presumably will be fixed by patch but perhaps not in the initial release version.

The peace deal issue has been in each of the streams and the worst manifestation was not the Khedive taking a Greek province, but rather Russia taking a chunk of the Japanese home islands in the 1840s.  This appears to be a typical Pdox AI problem that I would expect to take upwards of a year to patch to reasonability.
Title: Re: Victoria 3
Post by: Tamas on October 14, 2022, 01:46:29 PM
Quote from: Syt on October 14, 2022, 01:12:56 PMI watched a developer stream this or last week. In three hours they managed to unite Germany as Prussia, mostly focusing on allying the minors etc. They also went fully republican IIRC, abolishing the monarchy around 1849. They mostly ignored all other diplomacy and kept building up industries etc. and reacting to events. Getting through 30 years at speed 5 in a few hours is quite impressive, though other goings on around the world seemed weird (Egypt taking strange territories from Ottomans, US Civil War seeing much of the North West joining the Confederacy, China's muslim territories becoming a heavenly kingdom (or whatever the Taipeh Rebellion was called in game) .... maybe it was them not interacting much with the wider world or internal mechanics, focusing exclusively on unification, but it all seemed a bit too easy (building Germany), and I didn't get an impression they had to watch internal politics much besides enacting laws to keep people a bit happy.

It left me a bit apprehensive, and I hope that it just looked that way on stream. Though I'm not sure I like the menu designs etc. at the moment. It looked all a bit cluttered/"noisy" for my tastes.

Funky AI peace deals is something we are going to have I think. And the railroading of the North German Federation can be debated.

But as far as I could tell, their democratisation was more interesting and challenging than it ever was in Vicky 2. They did it by riding the Spring of Nations events and mechanics, they managed their Influence Groups to steer society the direction they wanted, they had revolutionaries to contend with etc.

I don't doubt there'll be plenty to improve on but I am very excited.
Title: Re: Victoria 3
Post by: Tamas on October 15, 2022, 03:45:05 AM
Pre-ordered the season pass edition.  :sleep:
Title: Re: Victoria 3
Post by: Tamas on October 15, 2022, 12:08:18 PM
FYI Paradox started posting short explainer snippets made by some Youtuber guy:
https://www.youtube.com/c/ParadoxGrandStrategy

They'll be excuse enough to skip the tutorials, but I'll still probably start with a Sweden game to get the basic hang of things before playing Austria.
Title: Re: Victoria 3
Post by: Habbaku on October 15, 2022, 12:17:12 PM
I'll be starting with boring, peaceful Switzerland to begin with, I think. After I've got the mechanics down, either Portugal, Spain, or France are next to handle progressively terrible political issues.
Title: Re: Victoria 3
Post by: Tamas on October 16, 2022, 11:04:40 AM
The income and wealth tutorial is pretty cool I skimmed over the dev diaries too much to realise there is this level of complexity and interconnectedness: https://www.youtube.com/watch?v=sFboIELDmq0
Title: Re: Victoria 3
Post by: Zanza on October 17, 2022, 12:48:09 PM
I will of course play with Prussia first. #pickelhaube
Title: Re: Victoria 3
Post by: Syt on October 17, 2022, 12:56:38 PM
I tend towards Argentina as first game for some reason.

I'm a bit worried about how robust/buggy the simulation will be on release, considering the interaction of politics, interest groups, money, goods, trade etc. :D
Title: Re: Victoria 3
Post by: The Brain on October 17, 2022, 01:03:55 PM
I was too afeared to ever attempt any of the Victoria games (even if I owned at least one of them I think). I am lowkey curious though.
Title: Re: Victoria 3
Post by: Tamas on October 17, 2022, 01:19:44 PM
Quote from: The Brain on October 17, 2022, 01:03:55 PMI was too afeared to ever attempt any of the Victoria games (even if I owned at least one of them I think). I am lowkey curious though.

I am very disappointed in you.
Title: Re: Victoria 3
Post by: The Brain on October 17, 2022, 01:32:16 PM
Quote from: Tamas on October 17, 2022, 01:19:44 PM
Quote from: The Brain on October 17, 2022, 01:03:55 PMI was too afeared to ever attempt any of the Victoria games (even if I owned at least one of them I think). I am lowkey curious though.

I am very disappointed in you.

:( I should have been braver. I mean north is up on the map.
Title: Re: Victoria 3
Post by: crazy canuck on October 17, 2022, 01:33:21 PM
Quote from: The Brain on October 17, 2022, 01:32:16 PM
Quote from: Tamas on October 17, 2022, 01:19:44 PM
Quote from: The Brain on October 17, 2022, 01:03:55 PMI was too afeared to ever attempt any of the Victoria games (even if I owned at least one of them I think). I am lowkey curious though.

I am very disappointed in you.

:( I should have been braver. I mean north is up on the map.

Tamas is never going to live that down
Title: Re: Victoria 3
Post by: Tamas on October 17, 2022, 02:08:04 PM
 :lol:  :mad:
Title: Re: Victoria 3
Post by: Solmyr on October 17, 2022, 02:50:02 PM
Languish MP when?
Title: Re: Victoria 3
Post by: The Minsky Moment on October 19, 2022, 12:01:21 PM
Looking at the latest posted tutorial video, Vic 3 is struggling to represent the American Second Party System.

The Democrats are supported by Evangelicals, which would surprise the Whiggish northern anti-slavery reverends and their followers. The Whigs are supported by "Rural Folk," an odd match for a party that drew its core support from provincial towns and cities.  It's especially off since Andrew Jackson seems to be the factional leader for the Rural Folk.

It appears the Vic political system is designed around a classical 19th century European model of conversative-reactionary parties of the rights vs liberal-radicals of the left, where landowners and clergy form the core support for the right and intelligentsia-industrialists for the liberal-left.  However, the American Whigs and Democrats don't fit properly into that left-right schema and evangelical protestants in antebellum America were often supporting what was then progressive causes. 

Vic 2 had a similar problem, making the protectionist, pro public investment Whigs into the "liberals" and the laissez faire, free trading Democrats into "conservatives"
Title: Re: Victoria 3
Post by: FunkMonk on October 19, 2022, 01:46:32 PM
Quote from: The Minsky Moment on October 19, 2022, 12:01:21 PMLooking at the latest posted tutorial video, Vic 3 is struggling to represent the American Second Party System.

The Democrats are supported by Evangelicals, which would surprise the Whiggish northern anti-slavery reverends and their followers. The Whigs are supported by "Rural Folk," an odd match for a party that drew its core support from provincial towns and cities.  It's especially off since Andrew Jackson seems to be the factional leader for the Rural Folk.

It appears the Vic political system is designed around a classical 19th century European model of conversative-reactionary parties of the rights vs liberal-radicals of the left, where landowners and clergy form the core support for the right and intelligentsia-industrialists for the liberal-left.  However, the American Whigs and Democrats don't fit properly into that left-right schema and evangelical protestants in antebellum America were often supporting what was then progressive causes. 

Vic 2 had a similar problem, making the protectionist, pro public investment Whigs into the "liberals" and the laissez faire, free trading Democrats into "conservatives"

This feels like something that will be addressed in a paid DLC in 2024.

 :(
Title: Re: Victoria 3
Post by: The Brain on October 19, 2022, 01:51:38 PM
Grow Bored With The Country, 19.99.
Title: Re: Victoria 3
Post by: Tamas on October 19, 2022, 02:56:35 PM
Do do you mean Interest Groups or political parties? The latter were not in the original design and were added only after the public outrcy when said original design was explained. So I wouldn't worry too much about the political parties as such, Interest Groups are the real things, the parties are a tacked-on needless thing for the simulation.

And the other question is if Whigs are an IG, then aren't they just a flavour name for a generic IG? Again, not ideal but acceptable .
Title: Re: Victoria 3
Post by: Habbaku on October 19, 2022, 03:07:57 PM
Quote from: Tamas on October 19, 2022, 02:56:35 PMDo do

hee hee
Title: Re: Victoria 3
Post by: The Minsky Moment on October 19, 2022, 04:02:48 PM
Quote from: Tamas on October 19, 2022, 02:56:35 PMDo do you mean Interest Groups or political parties? The latter were not in the original design and were added only after the public outrcy when said original design was explained. So I wouldn't worry too much about the political parties as such, Interest Groups are the real things, the parties are a tacked-on needless thing for the simulation.

And the other question is if Whigs are an IG, then aren't they just a flavour name for a generic IG? Again, not ideal but acceptable .

The problem is both with the IGs and the parties.

For IGs there is only one "Landowner" IG per country.  For the US at start, that group is the "Southern planters" which apparently means that big northern landowners are treated as pro-slavery plantation owners, thus causing the problem of northern states joining the Confederacy in the streams.

The Devout IG for the USA is Evangelicals.  But in the US evangelicals included northern firebrand abolitionists and pro-slavery Southern baptists.  The former, quite numerous, do not fit the IG core patriarchal ideology.

Industrialists are another problem area for the US because there was a sharp divergence between mill owners who were strongly protectionist, supported internal improvements and opposed slavery, on the one hand, and merchants/factors/shippers in the cotton trade who held diametrically opposed positions.

At the core of the problem is that the political divergences in antebellum America were based in significant part on sectional (regional) cleavages and the central issues of race and slavery, and the one-size-fits-all national IG system is not a good fit.

The parties are their own problem - in addition to what I said above there should not be a standalone "Free Trade Party" with 20+% of the vote in 1836 and if there was one it certainly shouldn't be supported by the mostly protectionist industrialists of that era- but much of the mismatches with Whigs and Dems stems from the implementation of IG in the US context.

FWIW I do think the system should work better for the third (post Civil War) party system, although it will be interesting to see if it can capture the odd Democrat alliance of northern labor, western small plot farmers and racist Southern elites.
Title: Re: Victoria 3
Post by: Barrister on October 19, 2022, 04:10:18 PM
Sounds like the problem is just one of slavery, that cut through so many groups that absent such a big issue, might have otherwise worked together.
Title: Re: Victoria 3
Post by: Razgovory on October 19, 2022, 08:47:38 PM
So, you guys gonna beta-test this one for me?
Title: Re: Victoria 3
Post by: Valmy on October 20, 2022, 08:20:29 AM
Quote from: Razgovory on October 19, 2022, 08:47:38 PMSo, you guys gonna beta-test this one for me?

My son will. He cannot wait. I get the daily update of how close we are to Victoria 3's release date.

I will let you know what he thinks about it.
Title: Re: Victoria 3
Post by: Tamas on October 20, 2022, 08:21:47 AM
Quote from: Valmy on October 20, 2022, 08:20:29 AM
Quote from: Razgovory on October 19, 2022, 08:47:38 PMSo, you guys gonna beta-test this one for me?

My son will. He cannot wait. I get the daily update of how close we are to Victoria 3's release date.

I will let you know what he thinks about it.

We are 5 days away.
Title: Re: Victoria 3
Post by: Valmy on October 20, 2022, 08:41:42 AM
Quote from: Tamas on October 20, 2022, 08:21:47 AMWe are 5 days away.

Yes he let me know it was six days away when he got home from school yesterday  :P
Title: Re: Victoria 3
Post by: Tamas on October 20, 2022, 09:29:31 AM
Quote from: Valmy on October 20, 2022, 08:41:42 AM
Quote from: Tamas on October 20, 2022, 08:21:47 AMWe are 5 days away.

Yes he let me know it was six days away when he got home from school yesterday  :P

 :D

I am embracing the hype with nostalgic infantilising enthusiasm. I am probably as excited as your son.
Title: Re: Victoria 3
Post by: crazy canuck on October 20, 2022, 09:37:52 AM
Quote from: Tamas on October 20, 2022, 09:29:31 AM
Quote from: Valmy on October 20, 2022, 08:41:42 AM
Quote from: Tamas on October 20, 2022, 08:21:47 AMWe are 5 days away.

Yes he let me know it was six days away when he got home from school yesterday  :P

 :D

I am embracing the hype with nostalgic infantilising enthusiasm. I am probably as excited as your son.

Ditto!
Title: Re: Victoria 3
Post by: Habbaku on October 20, 2022, 10:09:12 AM
I am very pleased that, despite our years of Paradox-bashing, we can all come together to get hyped about the occasional Paradox GS title.
Title: Re: Victoria 3
Post by: HVC on October 20, 2022, 02:29:22 PM
I want it to be good, but i have a dreadful feeling that I'll be sad.
Title: Re: Victoria 3
Post by: garbon on October 20, 2022, 02:57:46 PM
Quote from: HVC on October 20, 2022, 02:29:22 PMI want it to be good, but i have a dreadful feeling that I'll be sad.

+1
Title: Re: Victoria 3
Post by: Tamas on October 20, 2022, 03:03:46 PM
If you were following dev letsplays and such you would know that there are going to be issues (I think AI is guaranteed to be wonky when it comes to diplomacy and peace deals) but the design seems very solid.

I am confident it won't be "sad". It may very well be a diamond in the rough requiring several patches to balance, but definitely not something like Imperator, needing a complete redesign.
Title: Re: Victoria 3
Post by: Valmy on October 20, 2022, 03:16:32 PM
Nothing will make me sadder than their Napoleonic game.
Title: Re: Victoria 3
Post by: garbon on October 20, 2022, 03:19:40 PM
Quote from: Tamas on October 20, 2022, 03:03:46 PMIf you were following dev letsplays and such you would know that there are going to be issues (I think AI is guaranteed to be wonky when it comes to diplomacy and peace deals) but the design seems very solid.

I am confident it won't be "sad". It may very well be a diamond in the rough requiring several patches to balance, but definitely not something like Imperator, needing a complete redesign.

Okay but what about ck3, 2 years on?

I want to be hopeful that p'dox will properly support its new games but still uncertain.
Title: Re: Victoria 3
Post by: HVC on October 20, 2022, 03:21:29 PM
Quote from: Valmy on October 20, 2022, 03:16:32 PMNothing will make me sadder than their Napoleonic game.

I had been really looking forward to their Rome game.
Title: Re: Victoria 3
Post by: HVC on October 20, 2022, 03:23:37 PM
Quote from: Tamas on October 20, 2022, 03:03:46 PMIf you were following dev letsplays and such you would know that there are going to be issues (I think AI is guaranteed to be wonky when it comes to diplomacy and peace deals) but the design seems very solid.

I am confident it won't be "sad". It may very well be a diamond in the rough requiring several patches to balance, but definitely not something like Imperator, needing a complete redesign.

Maybe I'm just getting older and grumpier but paradox's "eventually it might be good" gamble just doesn't do it for me anymore.
Title: Re: Victoria 3
Post by: Tamas on October 20, 2022, 04:33:18 PM
Quote from: garbon on October 20, 2022, 03:19:40 PM
Quote from: Tamas on October 20, 2022, 03:03:46 PMIf you were following dev letsplays and such you would know that there are going to be issues (I think AI is guaranteed to be wonky when it comes to diplomacy and peace deals) but the design seems very solid.

I am confident it won't be "sad". It may very well be a diamond in the rough requiring several patches to balance, but definitely not something like Imperator, needing a complete redesign.

Okay but what about ck3, 2 years on?

I want to be hopeful that p'dox will properly support its new games but still uncertain.

Well, actually. I think CK3 is a well produced game. It is just only half of the kind of game (historical grand strategy) that I would have preferred.

And coming from that angle of design goals, the two games couldn't be farther apart for me. I play CK3 despite its increasing desire to be an RPG. Victoria 3 seems to want to be exactly the kind of economic political and societal simulation that I want from a strategy game especially  19th century one.

And especially with the warfare model they show me they tried to innovate, and put coherent design over marketability. There will be no end of "omg war sucks where are my units" comments and Steam reviews. Nobody has played the game yet and there have been tons of such comments already.


Obviously I cannot be certain the game won't suck but I am almost certain it will the very least have enough to keep me entertained while seeing and learning the various interconnected systems in action.

Heck, come Spring I might be rotting away in some bombed-in shelter thanks to the nukes dropped on London. I am not gonna' be holding off waiting for the perfect 19th century grand strategy, I'll just play the best one available instead.
Title: Re: Victoria 3
Post by: Tamas on October 20, 2022, 04:34:26 PM
Quote from: HVC on October 20, 2022, 03:23:37 PM
Quote from: Tamas on October 20, 2022, 03:03:46 PMIf you were following dev letsplays and such you would know that there are going to be issues (I think AI is guaranteed to be wonky when it comes to diplomacy and peace deals) but the design seems very solid.

I am confident it won't be "sad". It may very well be a diamond in the rough requiring several patches to balance, but definitely not something like Imperator, needing a complete redesign.

Maybe I'm just getting older and grumpier but paradox's "eventually it might be good" gamble just doesn't do it for me anymore.


I think you are targeting the wrong game with that, but fair enough.

For sure, if after all I wrote above I AM proved wrong and the game IS a hopeless mess, I am done with Paradox.
Title: Re: Victoria 3
Post by: Sheilbh on October 20, 2022, 04:35:29 PM
Quote from: Valmy on October 20, 2022, 03:16:32 PMNothing will make me sadder than their Napoleonic game.
They did a Napoleonic game? :huh:
Title: Re: Victoria 3
Post by: garbon on October 20, 2022, 04:41:16 PM
Quote from: Tamas on October 20, 2022, 04:33:18 PM
Quote from: garbon on October 20, 2022, 03:19:40 PM
Quote from: Tamas on October 20, 2022, 03:03:46 PMIf you were following dev letsplays and such you would know that there are going to be issues (I think AI is guaranteed to be wonky when it comes to diplomacy and peace deals) but the design seems very solid.

I am confident it won't be "sad". It may very well be a diamond in the rough requiring several patches to balance, but definitely not something like Imperator, needing a complete redesign.

Okay but what about ck3, 2 years on?

I want to be hopeful that p'dox will properly support its new games but still uncertain.

Well, actually. I think CK3 is a well produced game. It is just only half of the kind of game (historical grand strategy) that I would have preferred.

And coming from that angle of design goals, the two games couldn't be farther apart for me. I play CK3 despite its increasing desire to be an RPG. Victoria 3 seems to want to be exactly the kind of economic political and societal simulation that I want from a strategy game especially  19th century one.

And especially with the warfare model they show me they tried to innovate, and put coherent design over marketability. There will be no end of "omg war sucks where are my units" comments and Steam reviews. Nobody has played the game yet and there have been tons of such comments already.


Obviously I cannot be certain the game won't suck but I am almost certain it will the very least have enough to keep me entertained while seeing and learning the various interconnected systems in action.

Heck, come Spring I might be rotting away in some bombed-in shelter thanks to the nukes dropped on London. I am not gonna' be holding off waiting for the perfect 19th century grand strategy, I'll just play the best one available instead.

I didn't compare the two because I think they are the same game. I compared them because they both are made by a company that has always relied it eventually might be good/great.

I think while CK3 was indeed great fun at release, it still suffers from a lot of places where they've promised they would add polish (say not every start playing nearly identically) and they've only made minor advancements.
Title: Re: Victoria 3
Post by: garbon on October 20, 2022, 04:41:39 PM
Quote from: Sheilbh on October 20, 2022, 04:35:29 PM
Quote from: Valmy on October 20, 2022, 03:16:32 PMNothing will make me sadder than their Napoleonic game.
They did a Napoleonic game? :huh:
https://store.steampowered.com/app/227760/March_of_the_Eagles/
Title: Re: Victoria 3
Post by: Tamas on October 20, 2022, 04:43:35 PM
Fair enough.

One thing to mention on that particular thing though (and I know this is beside your point) is that moderate Paradox shrill One Proud Bavarian specifically highlighted his experience from playing it at the Paradox con that the way the game works, having different political and cultural setups actually mean different challenges and approaches, unlike CK3.
Title: Re: Victoria 3
Post by: Tamas on October 20, 2022, 04:45:13 PM
Quote from: garbon on October 20, 2022, 04:41:39 PM
Quote from: Sheilbh on October 20, 2022, 04:35:29 PM
Quote from: Valmy on October 20, 2022, 03:16:32 PMNothing will make me sadder than their Napoleonic game.
They did a Napoleonic game? :huh:
https://store.steampowered.com/app/227760/March_of_the_Eagles/

Don't quote me because I know some of the people involved in the story but I have never actually asked them, but I think March of the Eagles was meant to be an Ageod game when they were with Paradox but it didn't work out so Paradox decided to do one on their own quickly, or something.

Come to think of it, I think it's the only Paradox-developed game I have never played.
Title: Re: Victoria 3
Post by: Habbaku on October 20, 2022, 06:06:41 PM
It's sad, because making a simulation that only covers the period from the Revolution to 1820 would seem to be a really intriguing project that would be attractive to the typical Paradox MP community.
Title: Re: Victoria 3
Post by: Valmy on October 20, 2022, 07:00:39 PM
Quote from: Sheilbh on October 20, 2022, 04:35:29 PM
Quote from: Valmy on October 20, 2022, 03:16:32 PMNothing will make me sadder than their Napoleonic game.
They did a Napoleonic game? :huh:

Dude I wanted to love it so bad. The world desperately needs a computer Napoleonic grand strategy game.

But it sucked. It also started in 1805 which was a bummer. I mean WTH man? At least start in November 1799 if you are just going to do Napoleon.

Oh for a 1793-1815 Revolution and Napoleonic Wars game!
Title: Re: Victoria 3
Post by: Richard Hakluyt on October 20, 2022, 11:55:35 PM
The entire period c1650 - 1815 is not covered properly by Paradox given that a EU4 game is generally resolved and boring by some time in the early 17th century.
Title: Re: Victoria 3
Post by: Richard Hakluyt on October 20, 2022, 11:57:26 PM
...and I agree with Tamas. Vic3 costs some pittance or other and I'm eager to see what they have done. I will, of course, laugh cynically when Belgium conquers the USA after a successful amphibious invasion; but there it is.
Title: Re: Victoria 3
Post by: grumbler on October 21, 2022, 07:04:51 PM
Quote from: Tamas on October 20, 2022, 04:33:18 PMAnd especially with the warfare model they show me they tried to innovate, and put coherent design over marketability. There will be no end of "omg war sucks where are my units" comments and Steam reviews. Nobody has played the game yet and there have been tons of such comments already.

War is too important to be left to the player.
Title: Re: Victoria 3
Post by: Syt on October 21, 2022, 11:30:09 PM
The thing about warfare in Paradox games is that usually it's possible to outplay the AI, even if you're in an inferior position, by min/maxing your troops composition and movement and gaming the system hard. A more abstract, hands-off system like this might even the odds a bit more.
Title: Re: Victoria 3
Post by: DGuller on October 21, 2022, 11:59:59 PM
If there is a one game to abstract away war micromanagement, this sounds like it.  The fact that you can tactically run circles around the AI, literally, lessens the challenge of any game.  Wars during the Vicky period in particular were industrial wars, decided by economic strength and technology rather than strategic or tactical ingenuity.  Make wars abstract focus the challenge back to the main feature of the game.
Title: Re: Victoria 3
Post by: Tamas on October 22, 2022, 02:52:33 AM
Yes, once again One Proud Bavarian put it well in his summary video a month or so back: by being able to game the system and run circles around the AI in other Paradox games, you are able to compensate for mistakes made in the other game systems which were meant to feed into your ability to wage war, making them inconsequential.

So especially this game needed an abstracted war system, pretty much for the reason DGuller wrote.
Title: Re: Victoria 3
Post by: Tamas on October 22, 2022, 02:53:51 AM
(https://media.tenor.com/-P-xeHYEY9QAAAAd/sad-pablo-lonely.gif)
Title: Re: Victoria 3
Post by: Sheilbh on October 22, 2022, 06:02:56 AM
:lol:
Title: Re: Victoria 3
Post by: HVC on October 22, 2022, 01:05:49 PM
The spiffing Brit exploits Vicky 3

https://youtu.be/aN9FwQ6SGSY
Title: Re: Victoria 3
Post by: Tamas on October 22, 2022, 02:42:22 PM
I haven't watched the full video yet but apparently OPB as Austria quickly neutered Prussian market access by improve-relationing away the German minors into a customs union making Prussian economy and then prestige plummet and then eventually diplo-annexing the now-not-great-power Prussia as part of the German unification decisions.  :huh:

https://www.youtube.com/watch?v=hlShF6op21o
Title: Re: Victoria 3
Post by: Tamas on October 22, 2022, 03:01:24 PM
So I kind of fast-forwarded the video, seems like he converted his Austria into a literal medieval society, but still powergamed through everything once he annexed Prussia and the rest of the Germans.

And apparently its a Paradox-sponsored video where they gave him the challenge of forming the (territory) of the HRE. Things will grow obnoxious quickly if the Paradox marketing team will approach Victoria 3 like CK3 i.e. doubling down on every bit of meme factor they can find.
Title: Re: Victoria 3
Post by: Tamas on October 22, 2022, 03:20:42 PM
A less insane Brazil quick video, this guy make it look like an EU4 playthrough just ignoring/not showing any events and politics or economics, just starting wars and conquering stuff.

Hype level: in deep dive

https://www.youtube.com/watch?v=iNGpXQIyWms
Title: Re: Victoria 3
Post by: Tamas on October 22, 2022, 03:38:21 PM
I kinda' like this 10 minute summary of an MP game though, by the sound of it the Austrian player was facing the exact challenges he was supposed to: https://www.youtube.com/watch?v=KqCVfW2ju2M
Title: Re: Victoria 3
Post by: The Minsky Moment on October 22, 2022, 08:37:49 PM
Quote from: HVC on October 22, 2022, 01:05:49 PMThe spiffing Brit exploits Vicky 3

https://youtu.be/aN9FwQ6SGSY

It should be possible for possible for a smaller country to profit through trade but this clearly highlights a problem with trade convoys ad port construction and maintenance.  ANY arctic port should suffer from significant inefficiencies to take account that it has to be closed for much of the year.  And the cost in terms of money and manpower to construct and MAINTAIN the kind of port facilities needed to maintain that level of import and export trade should be far beyond the capacity of Jan Mayen.
Title: Re: Victoria 3
Post by: The Minsky Moment on October 22, 2022, 08:45:13 PM
Actually makes sense for Pdx to encourage early players to exploit and break things; it's a good way to for them to identify balance items to fix.
Title: Re: Victoria 3
Post by: FunkMonk on October 22, 2022, 09:32:18 PM
Seems like the best bet is to wait a year for patches and mods
Title: Re: Victoria 3
Post by: Zanza on October 22, 2022, 11:40:20 PM
I will play it on release day. I am not a min/max player, so I don't care if there are exploits.
Title: Re: Victoria 3
Post by: Tamas on October 23, 2022, 02:18:27 AM
Quote from: The Minsky Moment on October 22, 2022, 08:45:13 PMActually makes sense for Pdx to encourage early players to exploit and break things; it's a good way to for them to identify balance items to fix.

Yeah but to pay them to publicise that before release?

Like Zanza I am not too worried about the artic trade empire, there bound to be edge cases where mimmaxers can do silly things.

I am more worried about the HRE and Brazil videos where the diplomatic AI seems extremely passive, and more importantly where - hopefully only because of the very short duration of the videos-the gameplay is shown as some very dumbed down EU4 - both players seem to be at most mildly inconvenienced by internal mechanics which are supposed to be the game's primary focus.

I am still going to play it on day 1 and I await the videos from the supposed big MP session today and the streams tomorrow, to hopefully show yesterday's barrage of crap was a collection of outliers.

But I am suddenly finding garbon's expected CK3 nature of this game  more realistic than my previous enthusiasm.
Title: Re: Victoria 3
Post by: FunkMonk on October 23, 2022, 11:10:11 AM
Quill18 is doing a Canada run on YouTube right now and it's much better than the meme marketing videos.
Title: Re: Victoria 3
Post by: The Minsky Moment on October 23, 2022, 11:27:43 AM
Quote from: Tamas on October 23, 2022, 02:18:27 AMYeah but to pay them to publicise that before release?

The memey nature of the gameplay is probably seen as a plus for attracting casual players.
They figure suckers like you and me already preordered.
Title: Re: Victoria 3
Post by: Tamas on October 23, 2022, 12:43:42 PM
Quote from: FunkMonk on October 23, 2022, 11:10:11 AMQuill18 is doing a Canada run on YouTube right now and it's much better than the meme marketing videos.

Indeed, much better. Game may still be broken but at least by going through the details and explaining his train of thought, he shows there are other things in there than clicking declare war and painting the map automatically.
Title: Re: Victoria 3
Post by: Tamas on October 23, 2022, 12:43:55 PM
Quote from: The Minsky Moment on October 23, 2022, 11:27:43 AM
Quote from: Tamas on October 23, 2022, 02:18:27 AMYeah but to pay them to publicise that before release?

The memey nature of the gameplay is probably seen as a plus for attracting casual players.
They figure suckers like you and me already preordered.

Fair point.
Title: Re: Victoria 3
Post by: Josephus on October 24, 2022, 05:33:20 AM
Quote from: Tamas on October 23, 2022, 12:43:42 PM
Quote from: FunkMonk on October 23, 2022, 11:10:11 AMQuill18 is doing a Canada run on YouTube right now and it's much better than the meme marketing videos.

Indeed, much better. Game may still be broken but at least by going through the details and explaining his train of thought, he shows there are other things in there than clicking declare war and painting the map automatically.

I always find Quill one of the best when it comes to explaining thigns.
Title: Re: Victoria 3
Post by: Tamas on October 24, 2022, 01:50:14 PM
I am watching OPB play Bavaria. To be fair he marked it as an "RP" session so he isn't doing his game-breaking min-maxing, but it seems like he is definitely having some challenges. His drive toward South German Federation is being interrupted by the Prussian AI  (in late 1840s) starting a series of wars to eat up and vassalise the German states, one side-effect was that Prussia force-vassalising Wurttemberg destroyed the customs union market that he setup and what sustained his growing economy, forcing him to downgrade some of his factories.

Looks fun. :)


Also the PC Gamer review said the internal politics and the economy and market systems are great, but diplomacy (especially AI activity they say) and war are lacklustre.
Title: Re: Victoria 3
Post by: Valmy on October 24, 2022, 02:07:48 PM
Prussia conquered German states and the mighty German Confederation did not do anything about it? Huh.

Maybe the fine print allows Prussia and Austria to vassalize them.
Title: Re: Victoria 3
Post by: FunkMonk on October 24, 2022, 09:25:10 PM
Prof Devereaux, our second favorite historian, has posted his thoughts after playing 80 hours of the game

https://acoup.blog/2022/10/24/miscellanea-victoria-iii-confirmed-first-impressions/
Title: Re: Victoria 3
Post by: Syt on October 25, 2022, 12:38:00 AM
Overall initial opinions seem to be "awesome economics/political sim, needs work on diplo and war."

I'm very fine with war being abstracted, but from what I've seen in previews it could do with more interactivity - some decisions the player can take to influence outcomes a bit, tying it into the political management (unsuccessful generals making demands for more resources or peace talks, successful generals getting overconfident and pushing for more wargoals, having to deal with bad generals whose attitudes have become "outdated" or who you had to appoint for political reasons ...).
Title: Re: Victoria 3
Post by: Syt on October 25, 2022, 12:41:01 AM
Myself, I will play the tutorials first, and then likely Austria-Hungary to see if I can reform it into a progressive federated industrialized state. Maybe Argentina after that.

Thankfully I will not return to work till next week Wednesday. :P
Title: Re: Victoria 3
Post by: HVC on October 25, 2022, 01:38:46 AM
So, it's the 25th. Anyone playing yet?
Title: Re: Victoria 3
Post by: Syt on October 25, 2022, 01:56:23 AM
Not unlocking till 5 or 6 pm CET tonight
Title: Re: Victoria 3
Post by: HVC on October 25, 2022, 02:07:39 AM
Quote from: Syt on October 25, 2022, 01:56:23 AMNot unlocking till 5 or 6 pm CET tonight

Gotcha, thanks. Guess timed for euros to get home from work?
Title: Re: Victoria 3
Post by: Syt on October 25, 2022, 03:16:26 AM
More like the usual Steam release time - 9 am PST. (I think US is already back in winter time? We switch next week.)
Title: Re: Victoria 3
Post by: garbon on October 25, 2022, 03:18:31 AM
Quote from: Syt on October 25, 2022, 03:16:26 AMMore like the usual Steam release time - 9 am PST. (I think US is already back in winter time? We switch next week.)

Us doesn't switch till November. We switch first for I think a week.
Title: Re: Victoria 3
Post by: Syt on October 25, 2022, 04:52:58 AM
Gotcha. :)
Title: Re: Victoria 3
Post by: Solmyr on October 25, 2022, 05:07:06 AM
From the reviews it seems that war and diplomacy might need some polishing, but economy and politics, the core of the game, work well.
Title: Re: Victoria 3
Post by: FunkMonk on October 25, 2022, 08:55:17 AM
Yeah that seems to be the general consensus.

My only worry now is that the first expansion pack adds something like a Design Your Own Dreadnought hehehe functionality instead of improving what seems to need the most improvement, diplomacy. Now designing my own dreadnought would be cool, yes, but my man, you need to flesh out the core components of the game first, my dudes.
Title: Re: Victoria 3
Post by: FunkMonk on October 25, 2022, 09:03:46 AM
That said, I caved in and bought the game. I am a hypocrite, but seeing that the economic side of the game actually works and reading Prof Devereaux's blog tipped me over.  :blush:
Title: Re: Victoria 3
Post by: Habbaku on October 25, 2022, 09:16:14 AM
ACOUP's review prevented me from asking for a refund.  :lol:
Title: Re: Victoria 3
Post by: Crazy_Ivan80 on October 25, 2022, 11:41:46 AM
still waiting for the key, buy I doubt I'll be able to play anyway tonight... so much ironing to do! There will be revolution!
Title: Re: Victoria 3
Post by: Habbaku on October 25, 2022, 12:30:55 PM
Launcher's bugged for me. Guess I'll wait a bit.  :lol:
Title: Re: Victoria 3
Post by: HVC on October 25, 2022, 01:22:35 PM
Quote from: Habbaku on October 25, 2022, 12:30:55 PMLauncher's bugged for me. Guess I'll wait a bit.  :lol:

It Starts :ph34r: :D
Title: Re: Victoria 3
Post by: Josephus on October 25, 2022, 01:39:37 PM
Spent about an hour on the tutorial, and another hour watching Quill18

I now have a super migraine. I think the learning curve on this is going to be quite high.
Title: Re: Victoria 3
Post by: Valmy on October 25, 2022, 01:47:40 PM
Just play it and destroy the UK from within a few times. School of hard knocks.
Title: Re: Victoria 3
Post by: Tamas on October 25, 2022, 01:48:20 PM
Quote from: Habbaku on October 25, 2022, 12:30:55 PMLauncher's bugged for me. Guess I'll wait a bit.  :lol:

Have you tried launching the exe directly?

I just had a severe ctd after like 4 years of gameplay when I was alt-tabbing out for the upteenth time. Maybe I'll run in it borderless window mode.

Far worse is that Egypt took over Constantinople in a peace deal.  :lol:  (I am Sweden)

But the economic and political systems are fascinating so far. Endless levels of tooltips to try and figure your economy out. Nice.
Title: Re: Victoria 3
Post by: Valmy on October 25, 2022, 01:54:54 PM
Just curious is there a straightforward way to transfer in a EU4 save and transfer out a HOI4 save or is that something Paradox no longer even attempts to do?
Title: Re: Victoria 3
Post by: garbon on October 25, 2022, 01:55:33 PM
Quote from: Valmy on October 25, 2022, 01:54:54 PMJust curious is there a straightforward way to transfer in a EU4 save and transfer out a HOI4 save or is that something Paradox no longer even attempts to do?

You gotta rely on the fan made ones. They were always better than the pdox ones anyway.
Title: Re: Victoria 3
Post by: Barrister on October 25, 2022, 01:57:21 PM
Quote from: Valmy on October 25, 2022, 01:54:54 PMJust curious is there a straightforward way to transfer in a EU4 save and transfer out a HOI4 save or is that something Paradox no longer even attempts to do?

Gosh I remember the one time I tried that - took a CK1 save and imported into EU2.  What a disaster!

My stable and prosperous (in CK1) Kingdom of Jerusalem collapsed within months once in EU2.
Title: Re: Victoria 3
Post by: Barrister on October 25, 2022, 01:58:14 PM
This is a game I very much wish to play.

But this is also a game that I know that by the time I'm actually able to sit down and lay video games for a bit, it will be 9:30 to 10:00pm and I won't have anywhere near enough mental energy to follow along.
Title: Re: Victoria 3
Post by: Valmy on October 25, 2022, 01:59:37 PM
Quote from: Barrister on October 25, 2022, 01:57:21 PM
Quote from: Valmy on October 25, 2022, 01:54:54 PMJust curious is there a straightforward way to transfer in a EU4 save and transfer out a HOI4 save or is that something Paradox no longer even attempts to do?

Gosh I remember the one time I tried that - took a CK1 save and imported into EU2.  What a disaster!

My stable and prosperous (in CK1) Kingdom of Jerusalem collapsed within months once in EU2.

Yeah every time I transferred a CK2 save into EU4 there would immediately be an economic and political crisis since the rule sets of both games were so different. But that was part of the fun  :lol:
Title: Re: Victoria 3
Post by: Valmy on October 25, 2022, 02:00:31 PM
Quote from: Barrister on October 25, 2022, 01:58:14 PMThis is a game I very much wish to play.

But this is also a game that I know that by the time I'm actually able to sit down and lay video games for a bit, it will be 9:30 to 10:00pm and I won't have anywhere near enough mental energy to follow along.

Yeah. I will mostly be playing this vicariously through David.

Unfortunately he is a Prussophile. I did fail in parenting in some ways.
Title: Re: Victoria 3
Post by: Zanza on October 25, 2022, 02:27:50 PM
I played for an hour or so. No idea what I had to do as it was information iverload. Let's see, will take quite a while to understand. 
Title: Re: Victoria 3
Post by: Barrister on October 25, 2022, 02:46:09 PM
Huh - "Canada" is playable in 1836 as a British Dominion?

Sounds rather ahistoric as we weren't a Dominion until 1867, but could be an interesting starting game.
Title: Re: Victoria 3
Post by: Valmy on October 25, 2022, 02:50:44 PM
Yeah I don't like that decision at all. Canada should just be a British colony until made a Dominion.

But I haven't played it yet. Maybe it makes sense.

But Canada didn't even exist as a Colony until 1840. It should be Upper Canada and Lower Canada. So how does that work?
Title: Re: Victoria 3
Post by: Josephus on October 25, 2022, 02:51:26 PM
Quote from: Zanza on October 25, 2022, 02:27:50 PMI played for an hour or so. No idea what I had to do as it was information iverload. Let's see, will take quite a while to understand. 

Yeah, that's the way I felt.
Title: Re: Victoria 3
Post by: Josephus on October 25, 2022, 02:52:11 PM
Quote from: Barrister on October 25, 2022, 02:46:09 PMHuh - "Canada" is playable in 1836 as a British Dominion?

Sounds rather ahistoric as we weren't a Dominion until 1867, but could be an interesting starting game.

Yeah, it's called Hudson Bay Company. Quill18 is playing this on Youtube.
Title: Re: Victoria 3
Post by: Valmy on October 25, 2022, 02:54:17 PM
Quote from: Josephus on October 25, 2022, 02:52:11 PM
Quote from: Barrister on October 25, 2022, 02:46:09 PMHuh - "Canada" is playable in 1836 as a British Dominion?

Sounds rather ahistoric as we weren't a Dominion until 1867, but could be an interesting starting game.

Yeah, it's called Hudson Bay Company. Quill18 is playing this on Youtube.

Oh ok. That makes sense. I presume the non-Hudson Bay Company territories are British Colonies then?
Title: Re: Victoria 3
Post by: Josephus on October 25, 2022, 03:01:13 PM
Quote from: Valmy on October 25, 2022, 02:54:17 PM
Quote from: Josephus on October 25, 2022, 02:52:11 PM
Quote from: Barrister on October 25, 2022, 02:46:09 PMHuh - "Canada" is playable in 1836 as a British Dominion?

Sounds rather ahistoric as we weren't a Dominion until 1867, but could be an interesting starting game.

Yeah, it's called Hudson Bay Company. Quill18 is playing this on Youtube.

Oh ok. That makes sense. I presume the non-Hudson Bay Company territories are British Colonies then?

Not sure. I know you can incorporate Upper and Lower canadas into HBC. Not sure if you become Canada at that point.
Title: Re: Victoria 3
Post by: Barrister on October 25, 2022, 03:23:53 PM
Quote from: Valmy on October 25, 2022, 02:50:44 PMYeah I don't like that decision at all. Canada should just be a British colony until made a Dominion.

But I haven't played it yet. Maybe it makes sense.

But Canada didn't even exist as a Colony until 1840. It should be Upper Canada and Lower Canada. So how does that work?


All I know is from the one review someone posted - it sounds like it's done as a simplification in order to make running Britain easier, although it is a pretty substantial simplification.

Title: Re: Victoria 3
Post by: FunkMonk on October 25, 2022, 03:24:14 PM
My first game will be Russia so not knowing what I'm doing and screwing up my economy and political structure will be historically accurate.

Also, thank you Paradox for putting this on GFN. I can play this sitting at the kitchen table on my garbage laptop while my wife watches British shows about sewing.
 :cheers:
Title: Re: Victoria 3
Post by: Josephus on October 25, 2022, 04:00:42 PM
Quote from: Barrister on October 25, 2022, 03:23:53 PM
Quote from: Valmy on October 25, 2022, 02:50:44 PMYeah I don't like that decision at all. Canada should just be a British colony until made a Dominion.

But I haven't played it yet. Maybe it makes sense.

But Canada didn't even exist as a Colony until 1840. It should be Upper Canada and Lower Canada. So how does that work?


All I know is from the one review someone posted - it sounds like it's done as a simplification in order to make running Britain easier, although it is a pretty substantial simplification.



So from what I've seen, Upper Canada and Lower Canada both exist separately as colonies. Then you have the Hudson Bay Company which incorporates, north Ontario, north Quebec, and Manitoba. There si also Columbia District. There exists an event, which depending on meeting requirments, will allow them to merge together as one. So at start, if you play "Canada", you need to decide which "Canada" you want to play as.

EDIT: So Upper Canada, Lower Canada and Columbia are Crown Colonies. HBC is a chartered company. Not sure what this means in game terms.
Title: Re: Victoria 3
Post by: The Minsky Moment on October 25, 2022, 04:13:45 PM
Started up USA

Rural Folk IG has Jackson as leader is in the "Progressive Party" but ruling in coalition with the Democratic Party which has the Southern Planters IG.    Jackson is Bigoted and Experienced Diplomat.

Whig Party consists of Intelligentsia IG - mostly clerks, acadmeics, engineers, some educated "aristocrats"

So overall it kind of fits, not as bad as I feared. 

Industrialists are in the "Free Trade Party" and are staunchly free trade.  That makes more sense that I would have thought because the pop tab indicates that this group mostly consists of merchants (trade center capitalists) in New York and New Orleans.  However it also includes New England mill owners who should be more protectionist.
Title: Re: Victoria 3
Post by: The Minsky Moment on October 25, 2022, 04:16:54 PM
Gonna break for a while.
Playing this game is going to take for a while as I keep getting distracted by looking at stuff in the info tabs.
Title: Re: Victoria 3
Post by: Syt on October 25, 2022, 05:29:43 PM
Well, spent a good 6 hours as Belgium in the tutorial scenario. Granted, a good hour was just going through all the screens, with my brain struggling to take it all in. And browsing the gorgeous map.

Iron was pretty much a luxury good for much of the run so far, but Wallonia is now basically one big iron pit. :P

I have (with help from the British) secured a treaty port from Dahomey. And, 12 years in, I'm finally running a budget surplus again (and thanks, France, for taking on my debt :P ). My government is run by Industrialists, Intelligentsia and Workers' Unions. I've managed to marginalize the Catholic Church for now and kick them out of my universities and bureaucracy. I'm ranked #10 in the world. Though 10% of my population has been radicalized. Should maybe not rock the boat too much and pay attention to whether or not changes in my factories kick people to the curb. :D I'm struggling to get my chemical plants productive. I guess I'll have to add more farms.

Main complaint so far: event sounds interrupting the game soundtrack. :P Would go on playing, but it's 12:30 am, and I should get some sleep for now. :lol:
Title: Re: Victoria 3
Post by: crazy canuck on October 25, 2022, 08:45:35 PM
spent a little while playing the tutorial scenario as Sweden - gotta be OP right?

right off the bat, this looks like exactly the game I hoped it would be.

But to be honest, I haven't actually "played" the game much, just looking through everything I can do and all the information the game gives is worth the price of admission. 
Title: Re: Victoria 3
Post by: Syt on October 25, 2022, 10:45:11 PM
Andy's Take has created a 2 hour tutorial video:

Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 12:41:32 AM
The POTUS in my game in 1848.

(https://i.postimg.cc/x1SYQTSm/image.png)

https://en.wikipedia.org/wiki/Elie_A._F._La_Vallette

(The age is wrong, but I think history-inspired characters have certain spawn chances and may adjust some numbers/stats?)
Title: Re: Victoria 3
Post by: Jacob on October 26, 2022, 12:51:10 AM
Man... you guys are seriously tempting me to get this game....
Title: Re: Victoria 3
Post by: The Minsky Moment on October 26, 2022, 01:24:16 AM
Got up to early 1842 as USA. 
Texas statehood is pretty straightforward; they just need to survive their war and it appears there is a capture Santa Ana event to help them.  Then you just need to get relations up and they join.

US has a good gold reserve and good starting tech but like everywhere else you need to build out a bunch of stuff to avoid shortages - PA iron mines is an early priority.  I've been very reactive, just addressing actual and prospective shortages.  I invested a lot in construction early to keep up a good production flow - maybe did too much on that.  I'm sure my production and trade play is suboptimal but it's a learning game, right?

Didn't realize until 1841 that if I want the Mexican lands, I need to research Nationalism to trigger the Manifest Destiny options.  Oops.

In politics, the game followed history - the Democrats swept to a big victory in 1836, but then the Whigs edged them out in 1840 (with coalition of Intelligentsia and Evangelicals - Rurual Folk defected from the Democrat coalition when Andrew Jackson died).  Less historically, Abe Lincoln died after a vicious caning from Calhoun.  The Whig victory also gave enough votes to attempt an early abolition of slavery, now standing at at over 60% enact chance.   (Henry Clay went abolitionist and leads the Whigs)
Will see how that goes...
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 01:49:51 AM
Ok, here's an interesting one.

During the first few years, the Petite Bourgeoisie (with the Catholic Church) were a thorn in my side when it came to reforms, so I suppressed them for a while till I could remove them from government. At the time they were eager to join the Catholic Party.

I checked again now (the Catholic Party being in opposition) and see that they now want to join the Liberal Party. What happened? Their stances haven't changed - they still are strongly in favor of Theocracy or Monarchy governments. However, their current leader is a nihilist who opposes both and is in favor of full separation of church and state. He's also a Political Operator, adding 5% to their strength - without him they would be marginalized, actually.

Not sure if this is WAD, but it creates a scenario where an interest group can get "captured" by someone who acts against their interests, so you can utilize their political clout for a while. :hmm:
Title: Re: Victoria 3
Post by: The Brain on October 26, 2022, 02:27:50 AM
How is its treatment of the bakufu? UwU
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 04:05:09 AM
I am playing very reactively so far but political and economic systems are looking great so far. In diplomacy the diplomatic plays are a great idea, and they salvage that area of the game a bit because otherwise it looks very meh.

I haven't been in a war but as an observer my only problem with it is the AI's tendency to keep fighting pointless wars when its clear they have lost and the war goals ain't that important anyhow. But I realise it must be hard to teach an AI when something like this is key or not.

If I want to mention one possible concern on the politics side is a bit of a worry of nudging things toward where the player wants them to go. What I mean is, I really wanted public schools so I started enacting the law even though it had just 21% of chance. Sure it took a while but eventually I had an event that gave me a choice of "do you want +20% chance and a small boost to the IG you want strong anyhow, or some other effect you really don't care about?" and then a similar one not very long after.

I realise it could had been a fluke but I hope the game won't make it so that low-chance laws get help from events if you want to pass them, because otherwise this seems like a neat system - you need to nudge your society toward views and fitting IGs toward strength if you want a given set of laws and if you cannot manage than you are stuck with conditions your population wants.
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 04:47:30 AM
I've been thinking about that too, and I think there's trade offs.

1. You may have to create the majority in government first, i.e. have IGs with the necessary clout in power. Doesn't help if you have 70% approval for a law, but they're in opposition (their votes don't count). Or you may have to boost them first or suppress opponents.
2. With low probability of success you will eventually get the law. However, it will take longer than if you had a strong majority for it, so that's time you're not enacting other laws, or have to spend resources on massaging the clout of your IGs so that your majority holds and not too many opponents get radicalized to an unacceptable degree.
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 04:50:35 AM
I need to use trade more. As Belgium I joined the British market early (you start with an agreement that you can expand). But when goods are scarce or expensive my immediate go to move is "build production for that" instead of checking trade first. Which means I currently have something like 2 pages of build orders for my 2 main provinces and my treaty port in Africa. :hmm:
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 04:54:02 AM
Quote from: Syt on October 26, 2022, 04:47:30 AMI've been thinking about that too, and I think there's trade offs.

1. You may have to create the majority in government first, i.e. have IGs with the necessary clout in power. Doesn't help if you have 70% approval for a law, but they're in opposition (their votes don't count). Or you may have to boost them first or suppress opponents.
2. With low probability of success you will eventually get the law. However, it will take longer than if you had a strong majority for it, so that's time you're not enacting other laws, or have to spend resources on massaging the clout of your IGs so that your majority holds and not too many opponents get radicalized to an unacceptable degree.

Yeah, good points, will need to play more to get a better feel for it.

I was sad to hear in OPB's review on Youtube that he has never once seen the Ottoman Empire fall apart from nationalist movements, that was a problem with Victoria 2 as well. Then again I guess it can be argued that historically it was external forces that allowed the Balkan nations to get independent and grow strong enough to then partially dismantle the Ottomans.
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 05:01:21 AM
Yeah, saw that too, but I hope he's right that its a matter of balancing and not a systemic problem.

I watched some of the release stream yesterday, and they mentioned that balancing things can be a bit of a pendulum swinging back and forth (over-correcting can be a real issue). To be fair, considering what they attempted I'm impressed that the game runs at all with some semblance of reasonable gameplay; I can't imagine what kind of nightmare this was to build and get up and running :lol:

One things this game desperately needs, though, is more filters and sortable slists for ... pretty much everything. But especially POPs. Let me filter for ones not meeting their Standard of Living expectations. For religion, groups they support, employment status (including unemployed). With their focus on making the game easy to interact with (glad they brought over the right-click functionality for pretty much anything from CK3, Imperator etc.), this seems like a really weird omission, unless the expectation is for the player to deal with the high level overviews and not go through stuff on a pop by pop basis.
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 06:59:47 AM
On issues and such, I was just watching a massive communist rebellion in Austria break out (late 1890s). It covered most of the country and despite the Ottomans joining on the ancien regime's side, as far as I could tell the commies conquered legacy Austria, so then the war between the Austrias ended end... the same old monarchy was left in place.

Except now it is n war with the Ottomans over the wargoal of annexing a parallel Austria that no longer exists...

EDIT: I went back to an autosave to check: the war ended correctly, it's just that that "Communist Austria" had the exact same politics as legacy Austria except for a different monarch, who now leads re-united Austria.
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 07:31:50 AM
Also I am noticing my Speed 5 performance falling apart a bit closing in on 1900. :( I have an Intel 10600K with 24GB RAM and a Nvidia 1660, running Medium graphics on 1080p (which don't seem to make a difference if I put them to high, performance-wise). So not a top of the line system by any means, but not too shabby, all things considered.
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 07:35:59 AM
Quote from: Tamas on October 26, 2022, 06:59:47 AMOn issues and such, I was just watching a massive communist rebellion in Austria break out (late 1890s). It covered most of the country and despite the Ottomans joining on the ancien regime's side, as far as I could tell the commies conquered legacy Austria, so then the war between the Austrias ended end... the same old monarchy was left in place.

Except now it is n war with the Ottomans over the wargoal of annexing a parallel Austria that no longer exists...

EDIT: I went back to an autosave to check: the war ended correctly, it's just that that "Communist Austria" had the exact same politics as legacy Austria except for a different monarch, who now leads re-united Austria.

Eh, it's like the Allies partionaing Germany in HOI4, creating 3x the GDR, and leaving a small remnant Reich with Hitler still in charge. :P
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 07:39:43 AM
Browsing the Paradox forums, as usual its largely filled by people not liking it (since those liking it are more busy playing), and their criticism boils down to (rather directly) that it is not Victoria 2.

Now, that is I guess a valid point (except they could just play Vicky 2 then), but it is interesting just how much nostalgia (and to be fair, 10 years of modding blurring memories) can cloud things. Victoria 2 was nice because it was the only 19th century grand strategy game. It was broken on a myriad of levels both as a game and as a simulation. Victoria 3 has plenty to improve but it is already significantly better (as a game and as a simulation) than Vicky 2 ever was.
Title: Re: Victoria 3
Post by: Josephus on October 26, 2022, 08:48:27 AM
Quote from: Syt on October 25, 2022, 10:45:11 PMAndy's Take has created a 2 hour tutorial video:


Strongtly recommend this. Half an hour in, and have learned more than an hour into the tutorial.
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 09:28:39 AM
Interesting, I unified Scandinavia (peacefully, nobody came to Denmark's aid in the Play so they folded eventually) in 1907.

Shortly after a big movement started to get parliamentary democracy instead of the const. monarchy I have been having. Seeing high support and high radicalism, and having 3rd of my population already radical, I figured why not, there was an 80% chance of passing it.

Almost immediately of starting the attempt, an other movement sprung up of people wanting to preserve the monarchy, also quite strong. Neat.

I have also got rid of the uppity North Germans in Holstein when they wanted to rebel I just caved in. Perhaps it was them leaving, but it seems the pendulum has swung toward the monarchists. The support on the democratic movement is down to Medium, the success chance of enacting democracy is down to 56%, but because of the monarchists I am running toward a revolution, it may trigger before I can even make my first 56% roll.

I think I am going to fold and cancel the attempt to democratise. That would be the reasonable thing to do but I am going to see how revolutions go down instead. :P
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 10:00:04 AM
Ok so you should not back down from a diplomatic play against your own secessionists - because if you do the secession effect remains listed in your government tab (can't tell if it still has an effect somewhere or not) but you cannot do anything about it anymore and the seccessionists become an independent country named "XY Rebels" instead of forming some actual country or joining one.

This, and wars not auto-ending when the only possible wargoal (annexing a rebel entity) has been made impossible (by the rebel entity no longer existing) should get a hotfix, really.
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 10:10:25 AM
Quote from: Tamas on October 26, 2022, 07:39:43 AMBrowsing the Paradox forums, as usual its largely filled by people not liking it (since those liking it are more busy playing), and their criticism boils down to (rather directly) that it is not Victoria 2.

Now, that is I guess a valid point (except they could just play Vicky 2 then), but it is interesting just how much nostalgia (and to be fair, 10 years of modding blurring memories) can cloud things. Victoria 2 was nice because it was the only 19th century grand strategy game. It was broken on a myriad of levels both as a game and as a simulation. Victoria 3 has plenty to improve but it is already significantly better (as a game and as a simulation) than Vicky 2 ever was.

Yeah, and it leaves me unsure what to make of the complaints about "broken" warfare. I've not dabbled much in it yet, but I check in on AI wars and battles and things seem quite reasonable as far as I can tell.

Complaints about the general not using the right troops, exhausted troops etc. - is it because the system is broken, or because the general is shit? Plenty examples of really shitty generals in this time period that left political leaders exacerbated (Lincoln would understand). If it's WAD there should be more visibility for the player, though, and how to address it.

In cases where a larger force struggles against a smaller one - what are the battle modifiers? How good are the leaders? Does the player have a bigger force, but haven't updated the equipment or made sure to have munitions supplies?

I especially loved complaints from someone who got UK to join a war on their side by promising access to another nation's market ... and was then pissed that the war didn't end before that stipulation was resolved as well (I had the same with UK yesterday in Africa ... was annoyed at first, but then thought, "No, this makes sense; I promised them.").

In short, I wonder how much of this is players having to learn what's happening in game and how much is really in need of fixing.
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 10:15:47 AM
Also, the game keeps schooling me on lesser knwon names from the era. Watching Austria fight Prussia I came across this guy whose name does not sound Austrian but rather kike a made up meme character. :lol:

https://en.wikipedia.org/wiki/Laval_Nugent_von_Westmeath

(He was probably in V2, but the game was big on randomized characters, IIRC, and I rarely paid attention to its names.)
Title: Re: Victoria 3
Post by: FunkMonk on October 26, 2022, 10:27:34 AM
QuoteTook me 30 minutes and I had this game figured out without the tutorial, so try again. Boring as heck unless I go looking for things to break!

Wow, 200 IQ geniuses in the Paradox forum already figured the game out in no time! It's boring! Need old school warfare ASAP to fix this boring game!!!
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 10:31:03 AM
Quote from: Syt on October 26, 2022, 10:10:25 AMIn short, I wonder how much of this is players having to learn what's happening in game and how much is really in need of fixing.

I think most of it is them having to learn, I just hope they won't make the marketing/business end of Paradox force a change in the meantime.

This reaction used to happen like clockwork on EU4 when I was still paying attention. A major patch would come out introducing/rewiring things and the forum would explode in temper tantrums as the optimal moves in people's muscle-memories weren't so optimal anymore. They denounced everything as broken etc just like they do know. Then fast forward a year, the next big change(s) come out, and the same mechanics that were deemed the death of the game would be defended as crucial to preserve its spirit, as people rallied against the newest re-balance of them. :D

I have only had my one war with this civil war so far and it was quirky but not because of the military mechanics, strictly speaking. I MUCH prefer this approach than the whack-a-stack gameplay of chasing the AI up and down the map every war.
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 10:31:51 AM
Quote from: FunkMonk on October 26, 2022, 10:27:34 AM
QuoteTook me 30 minutes and I had this game figured out without the tutorial, so try again. Boring as heck unless I go looking for things to break!

Wow, 200 IQ geniuses in the Paradox forum already figured the game out in no time! It's boring! Need old school warfare ASAP to fix this boring game!!!

 :lol:  yeah there are some choice posts in there now. My favourite was "I see what trade good missing, I build factory, there is nothing else to the game!"
Title: Re: Victoria 3
Post by: FunkMonk on October 26, 2022, 10:36:32 AM
My respect for the game that Paradox designed is increasing with every whiny, cringe-inducing post from so-called hardcore high-APM gamerz.

Politics and economy are boring!!! Where my army men??????
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 11:32:10 AM
Quote from: Tamas on October 26, 2022, 10:31:03 AMI have only had my one war with this civil war so far and it was quirky but not because of the military mechanics, strictly speaking. I MUCH prefer this approach than the whack-a-stack gameplay of chasing the AI up and down the map every war.

Having spent a lot of time in the last two weeks chasing armies in CK3, I agree. Love the game, but warfare is its weakest part. :lol: (At least in CK3 the number of stacks remains manageable, at least till late game when you have hundreds of thousands of men under arms and have to keep them split because attrition is eating you alive)
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 11:33:33 AM
Quote from: FunkMonk on October 26, 2022, 10:36:32 AMMy respect for the game that Paradox designed is increasing with every whiny, cringe-inducing post from so-called hardcore high-APM gamerz.

Politics and economy are boring!!! Where my army men??????

This guy on the HOI reddit has the right idea. Uses a crayon map texture and a unit mod to make them look more like toy soldiers. :lol:

(https://i.redd.it/1b69cq00x0w91.png)

Link to the map mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2191305243

Love the whale. :D

(https://steamuserimages-a.akamaihd.net/ugc/1497963427218225752/269F7E38F4A5A9F21DBCB251A80DA0E1DC191B43/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
Title: Re: Victoria 3
Post by: garbon on October 26, 2022, 12:49:49 PM
I started with Chile which was likely a bad choice as most of the journal lessons then wanted you to pass 5+ years. I'll try tutorial again but pick Sweden. -_-
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 01:00:12 PM
Quote from: garbon on October 26, 2022, 12:49:49 PMI started with Chile which was likely a bad choice as most of the journal lessons then wanted you to pass 5+ years. I'll try tutorial again but pick Sweden. -_-

Watch that video linked above, its time-stamped so you can skip the bits you already know, very useful.
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 01:28:24 PM
So the natives in Congo are preparing an uprising which plays out as diplomatic play - fair enough. However, I can see that if it comes to war, there'd be two fronts. I have one general in Congo HQ, one in Niger, two in Belgium. I'd like to move one from Belgium to Congo, but it seems there's no option to do that? :unsure:
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 02:11:19 PM
(https://cdn.discordapp.com/attachments/834042093328138321/1034906269443702834/unknown.png)
:bleeding:
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 02:15:48 PM
Anyways started an Austria game, I want to try turning it into a multicultural paradise see how the game handles that.

But first I thought I'd try being aggressive against Ottomans, starting a Play to grab their 3 Balkan vassals (to make them my vassals). Britain joined in on the Ottoman side so I convinced Russia with promises to join mine. Wallachia conquered, stalemate against British troops in Bosnia, I check the war summary, I have had 150k dead so far, what is even the point with those vassals? This is noted as a bad idea, reload.
Title: Re: Victoria 3
Post by: Valmy on October 26, 2022, 02:33:28 PM
Quote from: FunkMonk on October 26, 2022, 10:36:32 AMMy respect for the game that Paradox designed is increasing with every whiny, cringe-inducing post from so-called hardcore high-APM gamerz.

Politics and economy are boring!!! Where my army men??????

I mean maybe they are right that Paradox's new military system sucks. But Paradox's military systems have always sucked. I am all for them trying something new. And maybe it will be garbage. But let's play it for awhile and see what we can do with it.

But I guess I will say despite that being a totally garbage military simulator people do like Hearts of Iron. So there is that.
Title: Re: Victoria 3
Post by: Barrister on October 26, 2022, 03:33:44 PM
I cracked and bought the game.

I'm working from home so I have no time to actually play but just wanted to take a look - but now I get an error message trying to start it?

Any ideas?
Title: Re: Victoria 3
Post by: Crazy_Ivan80 on October 26, 2022, 03:43:08 PM
Just managed to play some, and with play I actually mean staring at the interface, clicking some buttons and generally feeling overwhelmed...
Title: Re: Victoria 3
Post by: FunkMonk on October 26, 2022, 03:43:26 PM
Quote from: Tamas on October 26, 2022, 02:11:19 PM(https://cdn.discordapp.com/attachments/834042093328138321/1034906269443702834/unknown.png)
:bleeding:

Paradox games attract some of the weirdest people.
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 04:18:39 PM
My Belgium game got into the 1860s. Turned the country into a parliamentary democracy, enacted social reforms etc. Getting the right majorities and making sure I don't piss off too many groups made for an interesting balancing act.

My main issue is that I can't expand my army. I have the law that only allows for 5 barracks per state. I have two states, plus a few colonies. :lol: Any other military law (mass conscription, professional army ... ) will piss off 2/3 of my interest groups.

I got early into ironclads and am the first one to build them. So I started ramping up my shipyards for major profits while I'm the only manufacturer of steamers and ironclads. My attempts at colonizing Africa were hit and miss. I tried to get a treaty port on the Horn of Africa. It escalated to a war - me against three tiny states. I took the one on the coast and enforced my treaty port. However, the other two were landlocked and I had no way of getting to them. I could violate the sovereignty of the country in between (which is a new, separate diplomatic play ... ). I decided to befriend them instead (bankrolled them, improved relations, forgave obligations ... ) and signed a defensive pact. Which was a dead end, because I can't cross their territory to get to my enemies AND I can't violate their sovereignty anymore. Lesson learned, I guess? The mobilized armies were expensive, and my opponents refused white peace after two years or so and still had strong war support, so eventually I backed down and had to pay them 12k ongoing reparations. :bleeding:

One thing I started paying attention to rather late was the investment pool which you can see in the assets tab of your budget. It's getting filled with excess money from the owners of your various businesses: if the cash reserves bar under the operation in the buildings overview is full they start paying into your investment budget. Depending on your economic policy (interventionist, laissez-faire ... ) you can use this money to fund various investment, e.g. agricultural businesses, infrastructure, manufacturing etc. Helps pace expansion and managing your budget. :D
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 04:19:38 PM
Oh, and my game crashed. The crash log is not very helpful except that it may have to do with the tutorial? I will start a new game tomorrow, I think (though I don't like abandoning games that are underway). :)
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 04:36:21 PM
They really need to focus on the neverending wars. I had another one where Russia came to the defense of some German minor against Prussia, the minor got annexed fairly soon so Prussia had zero wargoals left, the Russians had one: treaty port in danzig. And for THAT they fought until Prussia almost reached Moscow and St. Petersburg, lost close to a million people and had a lot of provinces devastated.
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 04:56:46 PM
Agreed, that needs tweaking. Also, limited colonial wars would be most welcome. I don't want to go to war with half of Europe because of a small backwater in Africa (it should still be possible that they escalate to full wars).

Also, in my game Prussia, while trying to make Germany, was at war with France, Russia, and Austria in varying constellations almost every other year over some German minors, and all of Germany was covered in turmoil by the 1860s. Most notably, none of the combatants had progressed beyond line infantry.

Maybe it's some wonkiness because of the tutorial's default settings that gimp the AI nations a bit. Guess I will see.

I thought it was funny, though, how after Prussia took Holstein from Denmark Scandinavia was formed between Sweden, Norway and Denmark. Oh, and they AGAIN put the Kiel Canal in the wrong spot (same as HOI4). More worryingly, they added it, even though it wasn't opened till 1895 ...  :hmm:
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 04:58:13 PM
Quote from: Syt on October 26, 2022, 04:56:46 PMAgreed, that needs tweaking. Also, limited colonial wars would be most welcome. I don't want to go to war with half of Europe because of a small backwater in Africa (it should still be possible that they escalate to full wars).

Also, in my game Prussia, while trying to make Germany, was at war with France, Russia, and Austria in varying constellations almost every other year over some German minors, and all of Germany was covered in turmoil by the 1860s. Most notably, none of the combatants had progressed beyond line infantry.

Maybe it's some wonkiness because of the tutorial's default settings that gimp the AI nations a bit. Guess I will see.

I thought it was funny, though, how after Prussia took Holstein from Denmark Scandinavia was formed between Sweden, Norway and Denmark. Oh, and they AGAIN put the Kiel Canal in the wrong spot (same as HOI4). More worryingly, they added it, even though it wasn't opened till 1895 ...  :hmm:

The berserk Prussia thing has been happening in both my games.
Title: Re: Victoria 3
Post by: Josephus on October 26, 2022, 05:09:53 PM
Ok, so first question. How do you move peasants into better lines of work?
For instance, in Switzerland I have a lot of peasants living on substinance farms. I thought if I build some lumber yards, they would move to labour positions; but instead my new lumber yard is just attracting labourers from other industryies...which defeats the purpose if there's a lot of lateral movement. So how to get them peasants off the farms?
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 05:13:18 PM
Quote from: Syt on October 26, 2022, 04:56:46 PMAgreed, that needs tweaking.

Sounds like it's possibly a bug, happens to players as well when you force all other participants out of a war you can't offer peace to the last one, have to wait for them to capitulate: https://forum.paradoxplaza.com/forum/threads/why-cant-i-propose-a-peace-deal.1550986/

Which is annoying but also hopefully an easy fix.
Title: Re: Victoria 3
Post by: Syt on October 26, 2022, 05:14:08 PM
Hmm, good question. I just built my things and they would magically fill up, I think.  At least I didn't run into real issues (except in colonies). Though I did get some immigration that might have plugged the gaps.

My assumption is that pops move to more profitable jobs. So if a laborer can earn more elsewhere they will move. And then peasants might move into the vacated spots (if they can earn more there)?
Title: Re: Victoria 3
Post by: Josephus on October 26, 2022, 05:37:22 PM
Another question I came up with. Unlike Vickie 1 (never played II), I can't seem to find out what my pops need. For instance I saw I can import groceries, and when I clicked on the details I saw that all pops like groceries. But how do I know how much to import and how do I know what else is crucial for them to have? I can't seem to find an obvious spreadsheet for that.
Title: Re: Victoria 3
Post by: Tamas on October 26, 2022, 06:15:25 PM
Quote from: Josephus on October 26, 2022, 05:37:22 PMAnother question I came up with. Unlike Vickie 1 (never played II), I can't seem to find out what my pops need. For instance I saw I can import groceries, and when I clicked on the details I saw that all pops like groceries. But how do I know how much to import and how do I know what else is crucial for them to have? I can't seem to find an obvious spreadsheet for that.

Yeah it's buried a bit.

Go to the population menu on the left side go to the SoL of the strata you want to check, there will be a percentage there telling you how much more they pay than average for the goods they want. That number also has a tool tip which will list you the goods and how expensibe or cheap they are relative to base price. That gives a guide on which goods to focus on, but usually I just keep an eye on the listed "import candidates" on the middle tab of the market screen, to spot what needs addressing.
Title: Re: Victoria 3
Post by: Habbaku on October 26, 2022, 07:05:45 PM
Quote from: Barrister on October 26, 2022, 03:33:44 PMI cracked and bought the game.

I'm working from home so I have no time to actually play but just wanted to take a look - but now I get an error message trying to start it?

Any ideas?

I'm experiencing the same. Until they patch it so that the launcher works, I launch directly from the local exe file.
Title: Re: Victoria 3
Post by: Barrister on October 26, 2022, 07:11:20 PM
Quote from: Habbaku on October 26, 2022, 07:05:45 PM
Quote from: Barrister on October 26, 2022, 03:33:44 PMI cracked and bought the game.

I'm working from home so I have no time to actually play but just wanted to take a look - but now I get an error message trying to start it?

Any ideas?

I'm experiencing the same. Until they patch it so that the launcher works, I launch directly from the local exe file.

Yeah - I was able to launch going right to the .exe

Man - this is some complicated shit.
Title: Re: Victoria 3
Post by: FunkMonk on October 26, 2022, 07:20:44 PM
I'm just a few hours into my very first game. I ignored the tutorial and jumped straight into a sandbox game as Russia with cranked up AI aggression. Figure I'm going to fail anyway so might as well make it interesting.

I'm liking the game so far. Weird borders and diplomacy and warfare jank doesn't really bother me. I think I just put my "Paradox game" hat on whenever I load up one of their games now and bake that into my experience.

The one thing I'm really, really wanting though is more spreadsheets and charts. The UI needs more work.
Title: Re: Victoria 3
Post by: HVC on October 26, 2022, 07:29:47 PM
Fuck you guys. I bought the game lol. Jumped right into Prussia. A few hours in I ruined the economy. Have to be careful when upgrading the construction capacity. Gonna restart. Seems super easy to make Germany. Had made the north Germans before I restarted. Just need to have good relations and a common trade hub and minors ask to join you.  Also attacked Hanover for fun to see how battles work since I was going to scrap the game anyway. War is going to take a while to get used to.
Title: Re: Victoria 3
Post by: HVC on October 26, 2022, 07:32:36 PM
Quote from: FunkMonk on October 26, 2022, 07:20:44 PMThe one thing I'm really, really wanting though is more spreadsheets and charts. The UI needs more work.

I'm looking for an easy way to see trade balances. As it is I'm just hovering over goods to see my plus minus. There has to be an easier way, but I can't find it. The goods with high demand list in the market screen is useful, but I have to hover to see how much I'm in need of.

*edit* nvm it's the first screen :D
Title: Re: Victoria 3
Post by: The Minsky Moment on October 26, 2022, 09:03:31 PM
US now in 1860

The bad: ACW never happened. An event turned Henry Clay into abolitionist.  When the Whigs won the 1840 election, the ban slavery law hit high-50s base chance.  Not only was it possible to ban slavery in the US in 1843, the South meekly accepted it and after 10 years of calm, the ACW journal entry expired.  This needs to be fixed.  The ACW event chain is FUBAR

The ugly: I couldn't figure out any way of prying out the historical states from Mexico other than using the regular Diplo Play system.  The first two times, Mexico immediately capitulated, giving me the single state used to generate the play and making wait out the truce period to try again. (you can't fight for added war goals if the war never happened). 

On attempt three, the Canadian (Hudson Bay), Spain and Russia (!) joined Mexico and war ensued.  Russia sent a large expeditionary force of regulars, forcing me to call up the conscripts. 

The good:
Although the diplo outcomes were screwy, the war system itself worked quite well.  I still have a strong recollection of the time I fought the Mexican War in Victoria 2, because of the extreme annoyance factor of breaking up my army into dozens of stacks to play whack-a-mole against small Mexican regiments, weaving in and out and conducting little counter-sieges in high attrition provinces.  Anyone who misses that system needs their head examined.

The Vic 3 system could use better transparency and more system engagement (and will probably get it) but overall it worked nicely creating real interest over what would have been a boring and meaningless stack management exercise in Vic 2.  Even with the REF backing Mexico, I had a big advantage in numbers.  However, mobilizing the conscripts creates a huge economic hit as you lose production on the top line, and those giant conscript armies chew up ungodly amounts of ammo, small arms and explosives.  The war became a tense race over whether I could force a conclusion of the war before hitting my debt limit, while falling back on every fiscal maneuver to staunch the bleeding.  I finally forced capitulation with only weeks of fiscal head room left to spare. The complaint about high casualty numbers is well founded however; the war dead numbers are about an order of magnitude too high (400K for a war that took a bit over a year).

Otherwise: the core gameplay - production, trade, investment, political interactions - is pretty sound for initial release of this level of complexity.
Title: Re: Victoria 3
Post by: FunkMonk on October 26, 2022, 11:22:01 PM
Yeah. This is probably the most complex game Paradox has ever created and the fact that it actually works is a little astonishing.

It's rough around the edges. Warfare needs more work. Diplomacy needs another system to go along with the diplomatic plays. UI could use a little more work. But overall it's a solid foundation.

But will it get the additional work it needs? :hmm:
Title: Re: Victoria 3
Post by: Syt on October 27, 2022, 01:11:26 AM
Something that's really missing is a list view of your states.

Basically take this information, and put it in a table where I can see all of the info for my states at a glance:

(https://i.postimg.cc/B4LYm7V1/image.png)

You could make an argument that the opaqueness of the information is adding to the immersion because it leaves you looking at some KPIs, make some changes based on them and otherwise hope for the best. :P
Title: Re: Victoria 3
Post by: celedhring on October 27, 2022, 02:07:43 AM
Creepy baby.

(https://forumcontent.paradoxplaza.com/public/883744/1666849260527.png)

I hate Spanish translations of Paradox games, btw. In Spanish "Heredero aparente" is far from being the same as "Heir Apparent" - it's somebody who has unlawfully claimed an inheritance, presenting himself as the real heir.
Title: Re: Victoria 3
Post by: Tamas on October 27, 2022, 02:31:18 AM
Quote from: FunkMonk on October 26, 2022, 11:22:01 PMYeah. This is probably the most complex game Paradox has ever created and the fact that it actually works is a little astonishing.

It's rough around the edges. Warfare needs more work. Diplomacy needs another system to go along with the diplomatic plays. UI could use a little more work. But overall it's a solid foundation.

But will it get the additional work it needs? :hmm:

Well, hopefully it's selling crapton of copies, so Paradox will continue to work on it, because there's a fury of reviews and opinions out there that it it a shallow and oversimplified game that true Victoria fans should avoid like the plague  :wacko:  People are weird.
Title: Re: Victoria 3
Post by: Tamas on October 27, 2022, 02:33:59 AM
Quote from: Syt on October 27, 2022, 01:11:26 AMSomething that's really missing is a list view of your states.

Basically take this information, and put it in a table where I can see all of the info for my states at a glance:

(https://i.postimg.cc/B4LYm7V1/image.png)

You could make an argument that the opaqueness of the information is adding to the immersion because it leaves you looking at some KPIs, make some changes based on them and otherwise hope for the best. :P

True, actually.  :D But I have always been ok playing games like that, probably a big difference between me and those OCD on-spectrum people online losing their shit that they cannot immediately figure out every little detail just because they played Vic2.

On the region information, there is definitely one somewhere on the left-side menus (plus the Outlier), but it only shows income and costs I think.
Title: Re: Victoria 3
Post by: Tamas on October 27, 2022, 02:43:56 AM
Paradox forum seems dominated by haters. Latest complaint I read was that the map is the ugliest ever: the guy wants political paper map with cities and roads etc shown on the paper map and they aren't so the game sucks.

I hope this is going to be like the Total War games where the fanbase (on TW Center at least) routinely bash every new game in the series like it's physical torture for them to play, but of course they still buy it and spend ungodly hours playing it.

Title: Re: Victoria 3
Post by: Syt on October 27, 2022, 03:02:27 AM
I generally agree and am surely the last person to min/max, but quickly seeing which states have Terra Rossa which give you  agricultural output bonuses would be nice. :P
Title: Re: Victoria 3
Post by: Syt on October 27, 2022, 03:08:05 AM
Someone found this in the character files. For the Disco Elysium fans. :)

(https://i.redd.it/2qk818osy5w91.png)
Title: Re: Victoria 3
Post by: Tamas on October 27, 2022, 05:31:51 AM
Quote from: Syt on October 27, 2022, 03:02:27 AMI generally agree and am surely the last person to min/max, but quickly seeing which states have Terra Rossa which give you  agricultural output bonuses would be nice. :P

Yeah if reactions to the game were more level-headed I'd be focusing on the annoyances still need fixing, but this savage storm of 90% unfounded "criticism" has really taken me aback. If this kills the game for Paradox, we are looking at CK3 topping out the complexity level of games they'll make.
Title: Re: Victoria 3
Post by: The Brain on October 27, 2022, 05:37:50 AM
They're on Mixed on Steam. How does that compare to the initial response to their other titles?
Title: Re: Victoria 3
Post by: Syt on October 27, 2022, 06:12:07 AM
Quote from: The Brain on October 27, 2022, 05:37:50 AMThey're on Mixed on Steam. How does that compare to the initial response to their other titles?

The things is, if you switch the reviews to include only people who have at least 4 hours in the game (and I think that's a reasonable time to get to grips with the systems, the rating switches to 75% (mostly positive). Even at 2+ hours it still sits at 70% (mostly positive). Now, I'm not a fan of "watch this show, the first two seasons suck, but it gets REALLY good once you get to season 3" recommendations, but I'm going out on a limb that if people throw it in the bin after an hour or two it's not so much a sign of the game being broken but the game not being "for them" (which is fine, plenty games I don't like that are super popular). This game has a learning curve that one must engage with. And we might sit here in a week determining that after the initial newness has worn off and things become more familiar it's really not that great. But I feel the main brunt of the backlash is for the game being "too different."

Honestly, much of the game feels more like a blend of the Democracy series (laws, funding, interest groups) and a simplified (buildings abstracted per state) yet still more complex (far more interacting parties instead of just you and a few AIs) version of Anno 1800s economy.

The war aspect may be inspired by Realpolitiks[sic]? It seemed to have a similar abstracted war resolution:

(https://cdn.cloudflare.steamstatic.com/steam/apps/553260/ss_695f447a807e0fb57bb9bf857a56a066b4d7785d.1920x1080.jpg)

(Looking at RP2, they seem to have replaced it with something more board game style.)

Something I enjoy is the organic front lines/colonization. When you colonize a territory, you start with a small blob of land, and if you keep colonizing, that blob expands out. I guess they subdivided every state into little "micro-provinces" or hexes?  Meaning, if multiple powers colonize a state, it's not "winner takes all" (or no one gets anything like in old Vicky), but both powers owning some territory in the state with borders depending on where they started and how much land they managed to secure within the state. I've always wanted something like this in strategy games ever since I saw the slowly expanding red blob in the old Red Storm Rising game. Less binary province grabbing and more fluid ownership of territory in games, please. :)
Title: Re: Victoria 3
Post by: Josephus on October 27, 2022, 07:35:42 AM
Quote from: Tamas on October 26, 2022, 06:15:25 PM
Quote from: Josephus on October 26, 2022, 05:37:22 PMAnother question I came up with. Unlike Vickie 1 (never played II), I can't seem to find out what my pops need. For instance I saw I can import groceries, and when I clicked on the details I saw that all pops like groceries. But how do I know how much to import and how do I know what else is crucial for them to have? I can't seem to find an obvious spreadsheet for that.

That helps a bit. Thanks. I wish, though, there was something like there was in Vickie 1, where it says for instance: Groceries Need 347, Available 167, kind of thing. There's a lot of info here, but sometimes it seems to me, the more needy stuff is hard to find, if it's there at all

Yeah it's buried a bit.

Go to the population menu on the left side go to the SoL of the strata you want to check, there will be a percentage there telling you how much more they pay than average for the goods they want. That number also has a tool tip which will list you the goods and how expensibe or cheap they are relative to base price. That gives a guide on which goods to focus on, but usually I just keep an eye on the listed "import candidates" on the middle tab of the market screen, to spot what needs addressing.
Title: Re: Victoria 3
Post by: Syt on October 27, 2022, 07:47:05 AM
Quote from: Josephus on October 27, 2022, 07:35:42 AMThat helps a bit. Thanks. I wish, though, there was something like there was in Vickie 1, where it says for instance: Groceries Need 347, Available 167, kind of thing. There's a lot of info here, but sometimes it seems to me, the more needy stuff is hard to find, if it's there at all

You kinda have that in the market screen (buy vs sell orders). Though it doesn't really tell you which pops or states are lacking/having a surplus. However, it helps you figure out what goods you may want to import or start producing. (Myself, I also check the tool tips for the income strata from standard of living to see if some are below their expected standard of living, and for which goods they have to pay a lot more than they should.)
Title: Re: Victoria 3
Post by: Syt on October 27, 2022, 08:26:33 AM
From the files of "why is this not explained somewhere"?

I already knew that if you select a trade good you can highlight on the map where it's produced, consumed and where (known) potential production locations are (if raw material).

What I did NOT know is that if you zoom further in it will show you the price levels for the good in various territories (there's a sweet spot where you see both icons and the shaded map).

(https://i.postimg.cc/YtNdW3kW/20221027151441-1.jpg)

Also, depending on your selection on the menu in the left you can get different tool tip pop ups. E.g. if you select population, it will tell you population size, birth and death rates, expected growth and unemployment (and which pop is unemployed) for the state you put your mouse cursor on.

Similar for cultures: when you select a culture in the cultures list - it will show you where they live in your realm, and if you zoom in you can see what they consider their homeland, denoted by little flags. You can see which areas are the strongholds of interest groups that way, too.

Such context dependent map modes are cool stuff, and I had noticed some of them before. Kinda makes me wonder, though, how many views like (which used to be map modes in previous games) are hidden like that, and whether it was explained before and I've just already forgotten about them again. :lol:
Title: Re: Victoria 3
Post by: FunkMonk on October 27, 2022, 08:31:54 AM
Yeah, when I discovered that the left side menu option "Map List" actually changes depending on what Lens you have open I realized that is what the Ledger is now  :lol:

It's cool and works but something about the feeling of clicking on an old paper ledger like in the old games is lost.
Title: Re: Victoria 3
Post by: Syt on October 27, 2022, 08:34:22 AM
I knew about the map list and the "bottom menu" (thanks to the tutorial video), but I had missed the extra details when selecting the menu options on the left (usually because I often play zoomed out for one item, zoomed in for another, and frequently have them closed when I don't need them. :lol:
Title: Re: Victoria 3
Post by: crazy canuck on October 27, 2022, 09:03:21 AM
Quote from: Syt on October 27, 2022, 08:34:22 AMI knew about the map list and the "bottom menu" (thanks to the tutorial video), but I had missed the extra details when selecting the menu options on the left (usually because I often play zoomed out for one item, zoomed in for another, and frequently have them closed when I don't need them. :lol:

There's a few ways to get that information actually. The way I normally do it is with the lenses in the bottom row combined with the level of zoom on the map. It's what I learned in the tutorial play through in the game.

One thing that seems common with the haters is that they seem to assume that because they don't have access to the spreadsheets that were in Victoria 2,
that this game is more simplistic.  But in fact, this game is more complex and is therefore not reducible to a simple spreadsheet which shows all information. The interactions are much more complex than the previous games.
Title: Re: Victoria 3
Post by: Tamas on October 27, 2022, 09:58:54 AM
QuoteAlso, depending on your selection on the menu in the left you can get different tool tip pop ups. E.g. if you select population, it will tell you population size, birth and death rates, expected growth and unemployment (and which pop is unemployed) for the state you put your mouse cursor on.

Similar for cultures: when you select a culture in the cultures list - it will show you where they live in your realm, and if you zoom in you can see what they consider their homeland, denoted by little flags. You can see which areas are the strongholds of interest groups that way, too.

Bloody hell!
Title: Re: Victoria 3
Post by: HVC on October 27, 2022, 10:11:55 AM
Do embargoes not work? i've embargoed france, but they keep stealing all my wood.
Title: Re: Victoria 3
Post by: Syt on October 27, 2022, 10:33:14 AM
Quote from: Tamas on October 27, 2022, 09:58:54 AMBloody hell!

Quite! I feel they missed a beat in their coverage by not putting more emphasis on their UI changes or highlighting somewhere prominent, "Hey, here's how you can find info!"
Title: Re: Victoria 3
Post by: Solmyr on October 27, 2022, 11:40:27 AM
Btw, one of the best changes is that you can now use mods and still get achievements. And there are a lot of good mods already popping up on the workshop.
Title: Re: Victoria 3
Post by: The Minsky Moment on October 27, 2022, 01:02:39 PM
Quote from: Syt on October 27, 2022, 08:26:33 AMFrom the files of "why is this not explained somewhere"?

Thanks, very helpful.
Title: Re: Victoria 3
Post by: crazy canuck on October 27, 2022, 01:30:57 PM
It's easy to spot the folks who didn't do the introductory tutorial  :)

The differing information depending on level of zoom is one of the first things they covered.

The problem here is I think people thinking that because they are veterans of Paradox games, just skimming through those first few screens.

I agree they should probably have emphasized it a bit more, but really - it was right there.
Title: Re: Victoria 3
Post by: FunkMonk on October 27, 2022, 02:04:41 PM
Quote from: crazy canuck on October 27, 2022, 09:03:21 AM
Quote from: Syt on October 27, 2022, 08:34:22 AMI knew about the map list and the "bottom menu" (thanks to the tutorial video), but I had missed the extra details when selecting the menu options on the left (usually because I often play zoomed out for one item, zoomed in for another, and frequently have them closed when I don't need them. :lol:

There's a few ways to get that information actually. The way I normally do it is with the lenses in the bottom row combined with the level of zoom on the map. It's what I learned in the tutorial play through in the game.

One thing that seems common with the haters is that they seem to assume that because they don't have access to the spreadsheets that were in Victoria 2,
that this game is more simplistic.  But in fact, this game is more complex and is therefore not reducible to a simple spreadsheet which shows all information. The interactions are much more complex than the previous games.

That's true, but I think many of them were going to hate on it anyway. It's not a remaster of their favorite game.

It's simply a much better game  :lol:
Title: Re: Victoria 3
Post by: FunkMonk on October 27, 2022, 02:06:29 PM
Quote from: crazy canuck on October 27, 2022, 01:30:57 PMIt's easy to spot the folks who didn't do the introductory tutorial  :)

The differing information depending on level of zoom is one of the first things they covered.

The problem here is I think people thinking that because they are veterans of Paradox games, just skimming through those first few screens.

I agree they should probably have emphasized it a bit more, but really - it was right there.

Tutorials are for nerds
Title: Re: Victoria 3
Post by: The Minsky Moment on October 27, 2022, 02:29:43 PM
Quote from: crazy canuck on October 27, 2022, 01:30:57 PMIt's easy to spot the folks who didn't do the introductory tutorial  :)

The differing information depending on level of zoom is one of the first things they covered.

The problem here is I think people thinking that because they are veterans of Paradox games, just skimming through those first few screens.

I agree they should probably have emphasized it a bit more, but really - it was right there.

Guilty as charged
I did follow all the dev diaries (including the UX) and the video "tutorials" so figured I could skim.
Title: Re: Victoria 3
Post by: Jacob on October 27, 2022, 04:49:44 PM
Quote from: FunkMonk on October 27, 2022, 02:06:29 PMTutorials are for nerds

... if that was true then everyone on languish would do them.
Title: Re: Victoria 3
Post by: crazy canuck on October 27, 2022, 05:08:25 PM
I out nerded  everybody on languish. Now I can die happy. 
Title: Re: Victoria 3
Post by: The Minsky Moment on October 27, 2022, 05:56:42 PM
Minor issues:

France's pop grows too fast.  By 1870 up to 50 million (compared to 60M for Russia).  I understand they don't want to do country hard codes but France's slow demographics during the 19th century was an undeniable fact that had very significant political consequences.  So it should be modelled somehow.

I checked out the Polish Jews.  They are retaining Ashkenazi culture but converting to Orthodox Christianity en masse.  That's not right.

There is a bug where if you assign a general or admiral on an expedition, even after the expedition ends, you can't mobilize them and their assigned troops.
Title: Re: Victoria 3
Post by: The Minsky Moment on October 27, 2022, 05:59:43 PM
Want to force a country into a custom's union?  Just bankroll them and wait.  Eventually an obligation will trigger.  Seems exploity.
Title: Re: Victoria 3
Post by: Tamas on October 27, 2022, 06:05:58 PM
Quote from: The Minsky Moment on October 27, 2022, 05:59:43 PMWant to force a country into a custom's union?  Just bankroll them and wait.  Eventually an obligation will trigger.  Seems exploity.

Yes I think bankrolling is quite exploity based on OPB videos, I haven't tried it myself.
Title: Re: Victoria 3
Post by: Valmy on October 27, 2022, 07:39:43 PM
Quote from: The Minsky Moment on October 27, 2022, 05:56:42 PMMinor issues:

France's pop grows too fast.  By 1870 up to 50 million (compared to 60M for Russia).  I understand they don't want to do country hard codes but France's slow demographics during the 19th century was an undeniable fact that had very significant political consequences.  So it should be modelled somehow.

I checked out the Polish Jews.  They are retaining Ashkenazi culture but converting to Orthodox Christianity en masse.  That's not right.

There is a bug where if you assign a general or admiral on an expedition, even after the expedition ends, you can't mobilize them and their assigned troops.

In HoI4 they had a special "France sucks" debuff you had to overcome. Maybe they can do that same in Vicky3.
Title: Re: Victoria 3
Post by: Richard Hakluyt on October 28, 2022, 05:16:50 AM
Maybe start France off with a contraception malus that can be removed by empowering the catholic church  :P
Title: Re: Victoria 3
Post by: Tamas on October 28, 2022, 05:22:42 AM
"if there are no wargoals pressed on either side"

That means that the number of war goals pressed is zero both on side A and side B, am I reading that right?

I was really irked by the neverending suicidal AI wars so I created a mini-mod using the defines file.

I have made it half as important to have a big treasury (for peace desire calculations) and double as important to have turmoil. Most importantly, I massively increased the weight of the above consideration to white peace out.

I think I am noticing a difference. I am sure it results in some wars given up that shouldn't but I am not even sure why this condition wouldn't be an auto peace - if you have given up on asking anything, and the enemy has given up on asking anything, then why continue?

I have also tried to drastically reduce the random factor of war goal selection in plays, this have not resulted in any better Egypt plays against Ottomans :P and I have seen Russia force Egypt to give them Crete, so I am not sure that did anything.


Otherwise I am rather enjoying my Austria run, even though I am sure I am playing sub-optimally. Prussia was less like a berserker this time around and took until the mid-1850s before they started their mad rush to annex everything German by force. I have lost a war against them even with Russia on my side, since the Prussians had Skirmish infantry and me only line.

I actually enjoyed the war, although its a bit awkward to handle at times, so if you are coming at it already frustrated that its not your usual Army Men play mat, then I imagine you can quickly build up a rage at having to learn a new system and its weird things.

The one oddity which did frustrate me is that I finally had one good attack going because I rolled a surprise event for myself, but then when the slider filled out with what I thought was my victory (since the bar reached the Prussian end), the battle was a defeat...


Also, maybe I am just stupid to be afraid of a little revolution and civil war, but I am totally locked into the old autocratic ways by a super-strong Aristocrat (purple windmill) IG. I am actually keeping them in the government to have high authority which I then spend on propping up the intellectuals and keeping down the armed forces and the church. This way I am slowly chipping away at the aristocrat Clout but the are still a few percentage stronger than the next two combined (its 1862).

The economy is doing... ok? I am pretty sure there could be a LOT more min-maxing done, but its keeping me afloat.

I just recently reduced the level of police force (that gives clout to the aristocrats anyhow so weaker is better for me) so I could spend admin on increasing the education level, because I am still warned that I don't have the literacy/skill whatever to staff the Skirmish Infantry level barrack update I desperately need.


Oh, one possible effect of me un-randomising the war goal selection is that Britain is on an absolute anti-slavery rampage. Even tried (but I think failed) to force the US into abolishing it.  :D
Title: Re: Victoria 3
Post by: Tamas on October 28, 2022, 05:23:46 AM
Quote from: Richard Hakluyt on October 28, 2022, 05:16:50 AMMaybe start France off with a contraception malus that can be removed by empowering the catholic church  :P


I fairly often see message of some of my nationalities (also in the Sweden game) leaving for some France colony or even France proper. I think that population boom is from mass immigration not births.
Title: Re: Victoria 3
Post by: Syt on October 28, 2022, 05:59:13 AM
Been playing Austria myself (into 1855 at the moment). My plans are:
- stay out of Germany; let them do whatever
- stay autocratic - no elections
- focus attention on Eastern Mediterranean; no colonies

I was struggling with reforms, too. Austria has an interesting start:
- hereditary administration which leads to massive shortfalls in taxes
- only South German accepted culture, meaning everyone else is discriminated against and builds radicalism
- Austrian aristocracy is against any reform that might change any of that, and if they're not in government you get a massive legitimacy penalty (and if they're in government you can't suppress them)
- no railroads

First thing I did was get rid of the hereditary bureaucracy which weakens the aristocrats a bit. And then I spent forever and a day trying to figure out a way to reform my government to move from National Supremacy to Racial Segregation which would give all my pops accepted status. Part of the trick is obviously to butter up the aristocrats with other laws, but there's just not much there. I downgraded from Property Ownership for Women to Legal Guardianship (which gives some points with aristocrats). But then I was stumped. You can lower your policing institution (each level of Local Policing gives aristocrats power).

I tried to push the law through regardless, twice. However, the approval penalty/bonuses from laws are applied twice -permanently, when the law is passed, but also as temporary modifier when you put the law to a vote. So the aristocrats would get -20 approval already when the law is proposed, and another -20 when it's enacted. And the first dip already caused them to throw a fit, leave government and  and get ready for revolution (including 7 out of my 8 generals). I eventually found an angle through some lucky events that gave them some bonus approval, plus changing tax laws to something they approve more of.

That gave me enough of an edge to get citizenship changed. Once it passes you can take the Matter of Hungary event, and the landowners lose the Austrian Hegemonists trait and become "normal" landowners, making things a lot easier.

It was a fun challenge to get there, between managing politics and trying to modernize the economy without wrecking my finances. I went per-capita tax => consumption tax (which didn't produce enough revenue and impoverished the peasants) => land based tax (which sent all the peasantry further into radicalism and causing turmoil throughout all of Austria-Hungary) and I'm now going back to per-capita, all within less than 10 years. :lol:

I tried to get Ottomans to give me Bosnia, but France joined them in war, and when the fighting went very badly I quickly noped out, cut my losses and got away with humiliation. :blush:

I have the Italians (except Two Sicilies) in my market. Sicily keeps trying to start shit, but I have defensive agreements with all their targets, so they keep backing down in their diplo plays. I would try and smite them, but France and Britain feel "protective" of them and would likely side with them, so I'm holding off.

I did manage to annex Krakow, though, when they tried to ask for liberty, though. :lol:

I'm now running a tiny profit while expanding some infrastructure, so for now the future looks good (and I desperately need to up my navies). Prussia, meanwhile, is doing their Germany thing. Let them, I'm having my eyes on the Balkans and Egypt. :)
Title: Re: Victoria 3
Post by: Syt on October 28, 2022, 06:02:22 AM
In short it was a fun puzzle - you have one very powerful group that opposes any and all changes, and anything that might give you an in has a good chance of being opposed by a varying constellation of other groups, too. I spent a lot of time looking at my laws and almost every one had a bigger red than green bar. :lol:

(I was sorely tempted to give in to land based voting, but Habsburgs ain't gonna have any of that, unless the rabble can't be suppressed any more :P )
Title: Re: Victoria 3
Post by: Tamas on October 28, 2022, 06:04:43 AM
 :thumbsup:

I completely forgot to check the administration law, I'll need to do that.  :D

I want to do a democratic austria run, see how easy it is to hold it together.
Title: Re: Victoria 3
Post by: Tamas on October 28, 2022, 07:17:21 AM
It's probably because the haters have moved on, but I am noticing the flood of "OMGWTF this is NOT Victoria 2 how DARE you?!" threads on the official forum are steadily being replaced by gameplay questions/praise.

Game still sinking in Steam reviews though.
Title: Re: Victoria 3
Post by: FunkMonk on October 28, 2022, 08:04:40 AM
Quote from: Tamas on October 28, 2022, 07:17:21 AMIt's probably because the haters have moved on, but I am noticing the flood of "OMGWTF this is NOT Victoria 2 how DARE you?!" threads on the official forum are steadily being replaced by gameplay questions/praise.

Game still sinking in Steam reviews though.

Steam is the eternal front in The Review Wars  :D
Title: Re: Victoria 3
Post by: Syt on October 28, 2022, 08:41:08 AM
I've looked at mods, but nothing stands out to me yet. I usually focus on graphics mods rather than gameplay (esp. when still learning a game).

One thing I might do myself is replacing pretty much all interface sounds. I find many of them very jarring. Sure, I get they aim at a mechanical/steampunk vibe. But e.g. the heavy *clunk* every time you pause/unpause or the gavel whenever you go to the politics screen are really grating on me by now. :lol:
Title: Re: Victoria 3
Post by: The Minsky Moment on October 28, 2022, 08:57:53 AM
A late development change was to make it necessary to declare an interest in a region to initiate trade or diplomacy there.  That made sense from a mechanical point of view of putting teeth into the interest mechanic and encouraging historical levels of naval construction.

But a side effect is that to facilitate appropriate levels of trade, by the 1860s-70s, even medium size European powers have declared interests all over the Western Hemisphere.  Thus, when I declared my last war against Mexico to retake a tiny Oklahoma micro-colony, England, France, Russia and the NGF were all participants in the diplo play, which is just nuts.  When I later declared war against Spain to "liberate" Puerto Rico, all those powers plus Piedmont-Sardinia and a few midsize Euros were involved - a bunch of Euro powers tooks sides, and the world was on the brink of World War 1 before Spain prudently backed down.

One point of the play system is to recreate the European "crises" of the post-1870 period, including of course the final one.  But those crises were confined to Europe, the Ottoman empire, maybe North Africa.  A minor territorial dispute in Central America shouldn't trigger a massive European war.  And the consequence of the system is that something like the historical Spanish-Amercian war will never happen because either one side backs down without fighting or a massive world war breaks out.

I would limit participation in Diplo Plays to powers with an interest AND which have either a naval base or barracks in that region (or perhaps a contiguous region), unless the Play initiates in Europe or the OE.
Title: Re: Victoria 3
Post by: Solmyr on October 28, 2022, 09:02:01 AM
I've managed to form Scandinavia as Sweden after puppeting Denmark in a war (with the help of NGF). Russia has rivalled me, but I have pretty good relations with Prussia/NGF, UK, and France. I am also steadily colonizing the Kongo area. Still have no idea how to maintain a positive cash flow though, it goes negative no matter what I do.

Some gameplay mods that stand out: Anbeeld's Revision of AI, Improved Automation, Friendly Construction Site, and Realistic Resource Distribution. I have not turned them on for my current Sweden/Scandinavia game, but will try them in the next one. For graphic mods I am using Clean Map, Doodle's War Flags, No Clouds, Trade Goods Slider Fix, and Clock. Also there's a Proper Mexican Cession mod which apparently makes it so the US can get the entire Mexican cession without needing multiple wars.
Title: Re: Victoria 3
Post by: HVC on October 28, 2022, 09:04:19 AM
I'm doing much better as Prussia on my second go. And While Gaining the North German States went super easily, its been 10 years after starting the "quest" and non of the south germans have joined me yet.
Title: Re: Victoria 3
Post by: Syt on October 28, 2022, 09:38:42 AM
Quote from: The Minsky Moment on October 28, 2022, 08:57:53 AMI would limit participation in Diplo Plays to powers with an interest AND which have either a naval base or barracks in that region (or perhaps a contiguous region), unless the Play initiates in Europe or the OE.

Either that or have a measurement of stakes. I like the idea that an insignificant affair could balloon into a major war if badly handled by those involved, but by default they should look at the actual stakes involved - we already have some sort of measure for that; if you do a play for treaty ports, annexation, protectorate, puppeting etc., you can incur opinion penalties from other powers with interest in the region. Have that together with relative military strength of sides - and promised wargoals if nation was swayed - be what decides whether or not a power actually gets involved.

(That said, in my game, the US, after losing a war against Mexico, decided to start a play to cut the British East India Company down to size. Britain now owns Plymouth, MA as a treaty port. :lol: )
Title: Re: Victoria 3
Post by: Syt on October 28, 2022, 09:50:41 AM
Btw, the Civ IV tech quote from Oscar Wilde seems quite appropriate for this game:

"The bureaucracy is expanding to meet the needs of the expanding bureaucracy."

:P
Title: Re: Victoria 3
Post by: FunkMonk on October 28, 2022, 10:39:51 AM
Not gonna lie, I enjoy the wacky diplomatic hijinx I'm reading  :lol:

Tweaks to the diplomacy system are needed but I would still like there to be possibilities for weird scenarios
Title: Re: Victoria 3
Post by: Syt on October 28, 2022, 10:59:11 AM
"Yes, but ..." :P :lol:

(https://i.postimg.cc/WzpKRKGh/image.png)

(https://i.postimg.cc/B647DywM/image.png)
Title: Re: Victoria 3
Post by: Valmy on October 28, 2022, 11:03:20 AM
Wait...considering this game goes until 1936 shouldn't North and South Schleswig be separate provinces? Otherwise what actually happened IRL cannot happen in the game, which was one of my biggest problems with EU1.
Title: Re: Victoria 3
Post by: Syt on October 28, 2022, 11:25:09 AM
Quote from: Valmy on October 28, 2022, 11:03:20 AMWait...considering this game goes until 1936 shouldn't North and South Schleswig be separate provinces? Otherwise what actually happened IRL cannot happen in the game, which was one of my biggest problems with EU1.

1. You're probably one of a very small percentage of Texans who knows that. :P
2. I think so, but - states can technically be split in game (e.g. when two powers attempt to colonize the same state). I don't think it applies to states conquered in war, but the game's technology would permit to split it between two owners.
Title: Re: Victoria 3
Post by: Tamas on October 28, 2022, 12:49:15 PM
Have I been just lucky, or laws always pass on the third try? 35%, 19%, on third attempt it succeeds.
Title: Re: Victoria 3
Post by: Tamas on October 28, 2022, 01:45:05 PM
Quote from: Tamas on October 28, 2022, 12:49:15 PMHave I been just lucky, or laws always pass on the third try? 35%, 19%, on third attempt it succeeds.

And of course as soon as I post this the game proves me wrong. :P
Title: Re: Victoria 3
Post by: Sheilbh on October 28, 2022, 01:58:54 PM
Quote from: Tamas on October 28, 2022, 12:49:15 PMHave I been just lucky, or laws always pass on the third try? 35%, 19%, on third attempt it succeeds.
Lucky <_<
Title: Re: Victoria 3
Post by: Crazy_Ivan80 on October 28, 2022, 02:10:15 PM
I wonder what would happen in a scenario where there's basically no infrastructure in the world. Every pop on subsistence, start from zero. Might be an interesting clusterfuck that...
Title: Re: Victoria 3
Post by: The Minsky Moment on October 28, 2022, 03:07:51 PM
Quote from: Syt on October 28, 2022, 09:38:42 AM(That said, in my game, the US, after losing a war against Mexico, decided to start a play to cut the British East India Company down to size. Britain now owns Plymouth, MA as a treaty port. :lol: )

Making it Plymouth is just trolling.
Title: Re: Victoria 3
Post by: Tamas on October 28, 2022, 03:47:11 PM
It's 1885 I have wealth voting and racial segregation now which helped most notably by letting me recruit enough officers to upgrade the military to Skirmish.

But its kind of neat that since 2/3rd of my population is still politically inactive, thanks to wealth voting the Industrialists have become almost as big Clout leaders as the Aristocracy used to be, and now effectively block further political progress because they can't be arsed and the Intelligentsia's Clout just wouldn't grow, I need to keep bolstering them to keep them afloat around mid-tier.

Other big winners are the Armed Forces, for a decade or so I was suppressing them but I don't have that spare authority anymore so they are now second behind the Industrialists.

Effectively, although they have more laws that they like, the Intelligentsia had a much higher Clout when it was a proper autocracy and I could use the higher authority to supress everyone else of note.
Title: Re: Victoria 3
Post by: Syt on October 28, 2022, 04:00:31 PM
In my game its 1886. I have Italy (except Two Sicilies), Sweden and Egypt in my market. Egypt recently became my protectorate and I work towards building the Suez Canal. I'm working on outlawing any dissent, and I'm still fully autocrat. Landowners are down to 5.3% influence. Industrialists and Armed Forces are sitting at 30 and 27 percent respectively. I suppress the workers, but they're still creeping up on 10%.

My economy is doing reasonably well ...

(https://i.postimg.cc/nLx673W3/image.png)

however, I have been overly aggressive, increasing my army from 270 to 360 in only a few years - it's trench infantry, shrapnel arty, and field hospitals.The upkeep is sending me deep into the red. And I haven't really expanded my navy yet (it's on monitors and torpedo boats). I may have to downsize the troops again, or raise taxes, but I already have 20% of lower and middle strata and 60% of higher strata below their expected Standards of Living, so not sure that's a wise move ...  :ph34r:

One thing that's really annoying is the lack of coastal provinces as A-H (unless you want to expand), limiting your convoys quite a bit. Thankfully, a fair amount of land based routes are available, too.
Title: Re: Victoria 3
Post by: Syt on October 28, 2022, 04:01:31 PM
Quote from: The Minsky Moment on October 28, 2022, 03:07:51 PM
Quote from: Syt on October 28, 2022, 09:38:42 AM(That said, in my game, the US, after losing a war against Mexico, decided to start a play to cut the British East India Company down to size. Britain now owns Plymouth, MA as a treaty port. :lol: )

Making it Plymouth is just trolling.

Dunno, I think it looks funny. :D

(https://i.postimg.cc/Kcm8FNvr/image.png)
Title: Re: Victoria 3
Post by: Syt on October 28, 2022, 04:15:54 PM
Oh, and what's the advantage of buildings being publicly traded instead of privately owned? It seems it increases capitalist jobs, but doesn't that mean more people draw income out of the building and thus lower the building's profits and cash reserves? :unsure:
Title: Re: Victoria 3
Post by: Tamas on October 28, 2022, 04:28:28 PM
Quote from: Syt on October 28, 2022, 04:15:54 PMOh, and what's the advantage of buildings being publicly traded instead of privately owned? It seems it increases capitalist jobs, but doesn't that mean more people draw income out of the building and thus lower the building's profits and cash reserves? :unsure:

I think so, I remember reading something about that in the forum. I wonder if its maybe a good idea if you are like a low tax income country with laisez faire, and maybe this way you can build a bigger construction pot?
Title: Re: Victoria 3
Post by: Tamas on October 28, 2022, 04:30:24 PM
Just realised: modding white peace acceptance chance to super-high while clearly saved me from neverending wars in the world, was a bad idea overall.

My confusion was that I thought "no demand on either side" means that both sides have stopped pushing their wargoals. But no, in this game you can offer a peace treaty with wargoals pushed on both sides (e.g. you take AND give territory at the same time). and so with my modification if one side offered such a deal, it was accepted no matter what.
Title: Re: Victoria 3
Post by: The Minsky Moment on October 28, 2022, 05:42:02 PM
Quote from: Syt on October 28, 2022, 04:15:54 PMOh, and what's the advantage of buildings being publicly traded instead of privately owned? It seems it increases capitalist jobs, but doesn't that mean more people draw income out of the building and thus lower the building's profits and cash reserves? :unsure:

Big increase in your investment pool.  Really allows you to leverage construction.  Downside is that there is a double dissent hit when the building fires workers. 
Title: Re: Victoria 3
Post by: HVC on October 28, 2022, 11:36:06 PM
Germany is now fully formed after I challenged Austria over cultural domination and they backed down. Also got a puppet Luxembourg. Problem now is my radicals are skyrocketing. Over half the increase are from people losing their jobs, but all workplaces are firing away. Not sure how they're losing their jobs. Turmoil is starting to spread.
Title: Re: Victoria 3
Post by: FunkMonk on October 29, 2022, 12:38:10 AM
So as Russia I accepted a trade agreement with China. Years go by without me noticing that they're importing tons of stuff from me. I only notice because I'm annoyed that clothes are still so expensive even after I build a ton of textile mills. Turns out the Chinese keep buying my clothes and jack the price up.

I decide maybe I should end the trade agreement and start taking advantage of tariffs. My income immediately skyrockets from running a zero balance to hundreds of thousands of pounds. And the Chinese keep buying my stuff. They're hooked on all my beautiful Russian goods, not just the clothes they were buying by the thousands. 

Within a couple years my cash reserves are full because I can't spend all my income fast enough, even after jacking up wages and lowering taxes  :lol:

My income is balanced now after building a ton of construction so I can build more things simultaneously. Thank you, oh Great Qing, for doubling my GDP in a few years and for laying the groundwork for my massive industrialization.
Title: Re: Victoria 3
Post by: The Minsky Moment on October 29, 2022, 03:10:09 AM
Teddy Roosevelt, leader of the Industrialist faction, became a convinced feminist, and succeeded in passing the women's suffrage law.  But he he didn't win the Presidency.  James Longstreet, OTOH, served as President for many years, after a successful career in the US Army (the ACW having never occurred).
Title: Re: Victoria 3
Post by: Tamas on October 29, 2022, 04:05:25 AM
Spotted on Reddit one of the devs claiming the late game serious lag is from effectively them leaving the AI last to be worked on - with non-retarded economic AI there's a lot more migration than before and it creates a crapton of micro-pops by the late game, slowing the game to a crawl. Allegedly they are testing a fix.
Title: Re: Victoria 3
Post by: Syt on October 29, 2022, 06:06:42 AM
The year is 1901, and I feel at this stage the Habsburgs would be hard pressed not to bring in more people into government. So I guess I will switch on over to oligarchy. The Emperor will remain as figurehead, but the capitalists and military will be calling the shots together going forward, I think.  :hmm:

(https://i.postimg.cc/hvfxvN7J/image.png)

My current policies and laws:

(https://i.postimg.cc/sVsw-Ccnm/image.png)
Title: Re: Victoria 3
Post by: Tamas on October 29, 2022, 06:26:32 AM
With the game slowing down around 1900, I am finding myself mulling over the same things as when playing Austria in Vic2  - how could all the political forces pulling Austria and Turkey apart could be better represented?

It was really fun getting to the point of dismantling the entrenched interests of the old monarchy, as Syt described earlier. That part is far better than in Vic2. But now having achieved Racial Segregation, the potential of my myriad minorities have been unlocked (since they are no longer discriminated against), and maybe trouble will brew later but more than half of the population still politically inactive, it's bliss.

I wonder if maybe not being a primary culture should contribute to Radicalism regardless of accepted status (or maybe it does already?). That way, on paper at least, while the economic going is ok and they are politically asleep you'd be fine, but if things go rough them being non-majority could still add fuel to the fire.

An other
Title: Re: Victoria 3
Post by: Tamas on October 29, 2022, 06:29:34 AM
Quote from: Syt on October 29, 2022, 06:06:42 AMThe year is 1901, and I feel at this stage the Habsburgs would be hard pressed not to bring in more people into government. So I guess I will switch on over to oligarchy. The Emperor will remain as figurehead, but the capitalists and military will be calling the shots together going forward, I think.  :hmm:

(https://i.postimg.cc/hvfxvN7J/image.png)

My current policies and laws:

(https://i.postimg.cc/sVsw-Ccnm/image.png)

This is my constitutional monarchy in 1903:

(https://i.postimg.cc/8kJQR328/Capture.jpg)


One thing is that after a couple of decades of Racial Segregation I am turning into a target of immigration rather than having people emigrate away. Irish, Albanians, Greeks flock to the warm embrace of Austrian racial peace.
Title: Re: Victoria 3
Post by: Syt on October 29, 2022, 07:03:46 AM
Yeah, getting a fair amount of immigration too at this point, esp. in Dalmatia and Croatia because of the high SoL. I also got an event of Boers migrating to Dalmatia.  :hmm:

I hope message settings become more customizable. I keep overlooking notifications in the bottom right because I was distracted. "Oh, seems I got a new Emperor at some point while busy fighting a war." "Wait, when did that country leave my customs union?" "Why do I have army units in garrison? Guess a general died at some point." "Wait, there's a diplo play in a neighboring country?"
Title: Re: Victoria 3
Post by: Tamas on October 29, 2022, 07:16:42 AM
Yeah we need message customisation.

I'll be trying this Anbeeld Revision AI mod which for now focuses on economic AI (plus Prussian diplomacy). Apparently this guy was releasing patches to the beta leak and spent months perfecting a custom build order economic AI.

I am also going to make the Treaty Port play/wargoal so that you can only demand it from unrecognised countries. I am irked by the little treaty ports all over Europe, like French port in Portugal and such.

EDIT: diplomatic plays do work nice though. I earlier grabbed Bosnia from a now Unrecognised Ottomans along with vassalising the two Romanian states. Thought I'd try what happens if I go after Serbia (not allied/vassalised to anyone) next, but Russia said "hell no" and numbers-wise I was not in a shape to fight them on my own.
Title: Re: Victoria 3
Post by: Syt on October 29, 2022, 07:21:35 AM
Speaking of notifications - I wish there were better notifications about what happens around the world, too. Saw a notification about a Diplomatic Play, clicked the message. I haven't paid much attention to the Americas, so this was a bit of a surprise.

(https://i.postimg.cc/DZKj88RX/image.png)

(Fascist pres. is Millard Clay, Pres of "old" US is Cornelius Govan)
Title: Re: Victoria 3
Post by: Josephus on October 29, 2022, 07:29:24 AM
I need more opium in Sweden. I'm currently importing from the British Market, and my trade route is at level 1. The tool tip says it will remain at level 1 under current market condition. How do I up that?
Title: Re: Victoria 3
Post by: Tamas on October 29, 2022, 07:37:04 AM
Quote from: Josephus on October 29, 2022, 07:29:24 AMI need more opium in Sweden. I'm currently importing from the British Market, and my trade route is at level 1. The tool tip says it will remain at level 1 under current market condition. How do I up that?

I know very little of this stuff but I don't think you can. If the British market had more to sell and your market could afford to buy more (and you had the convoys) than the level would go up, but I don't think you can force it.
Title: Re: Victoria 3
Post by: crazy canuck on October 29, 2022, 07:53:07 AM
Quote from: FunkMonk on October 29, 2022, 12:38:10 AMSo as Russia I accepted a trade agreement with China. Years go by without me noticing that they're importing tons of stuff from me. I only notice because I'm annoyed that clothes are still so expensive even after I build a ton of textile mills. Turns out the Chinese keep buying my clothes and jack the price up.

I decide maybe I should end the trade agreement and start taking advantage of tariffs. My income immediately skyrockets from running a zero balance to hundreds of thousands of pounds. And the Chinese keep buying my stuff. They're hooked on all my beautiful Russian goods, not just the clothes they were buying by the thousands. 

Within a couple years my cash reserves are full because I can't spend all my income fast enough, even after jacking up wages and lowering taxes  :lol:

My income is balanced now after building a ton of construction so I can build more things simultaneously. Thank you, oh Great Qing, for doubling my GDP in a few years and for laying the groundwork for my massive industrialization.

Yeah, one of the things I learned from my first Russian game is not to enter into trade agreements but instead put export tariffs on goods in demand.

The other mistake I made in that first game was trying to liberalize too quickly.  It became very difficult to create a legitimacy of over thirtyish.
Title: Re: Victoria 3
Post by: FunkMonk on October 29, 2022, 08:08:12 AM
Quote from: crazy canuck on October 29, 2022, 07:53:07 AM
Quote from: FunkMonk on October 29, 2022, 12:38:10 AMSo as Russia I accepted a trade agreement with China. Years go by without me noticing that they're importing tons of stuff from me. I only notice because I'm annoyed that clothes are still so expensive even after I build a ton of textile mills. Turns out the Chinese keep buying my clothes and jack the price up.

I decide maybe I should end the trade agreement and start taking advantage of tariffs. My income immediately skyrockets from running a zero balance to hundreds of thousands of pounds. And the Chinese keep buying my stuff. They're hooked on all my beautiful Russian goods, not just the clothes they were buying by the thousands. 

Within a couple years my cash reserves are full because I can't spend all my income fast enough, even after jacking up wages and lowering taxes  :lol:

My income is balanced now after building a ton of construction so I can build more things simultaneously. Thank you, oh Great Qing, for doubling my GDP in a few years and for laying the groundwork for my massive industrialization.

Yeah, one of the things I learned from my first Russian game is not to enter into trade agreements but instead put export tariffs on goods in demand.

The other mistake I made in that first game was trying to liberalize too quickly.  It became very difficult to create a legitimacy of over thirtyish.

Yeah I've liberalized very little. It's 1870 and I just now abolished serfdom and established religious schools. The aristocracy share power with the industrialists.

I plan on keeping autocratic Tsarist rule and Russian national supremacy for as long as possible. Gotta keep it somewhat historical  :D
Title: Re: Victoria 3
Post by: Zanza on October 29, 2022, 08:30:46 AM
I played Prussia into the mid 1840s now and could already peacefully form the North German Federation. For whatever reasons all those princes that kept their sovereignty since the Middle Ages decided that they should join Prussia after using Improve Relations on them until mixed out. No other power even cared when I annexed all of Saxony, Hesse, Anhalt and Mecklenburg. Not sure why. Anyway wasn't much of a struggle. :hmm:

I kicked the Junkers from government and had the miltary-industrial complex ruling Prussia. Again with little consequences. There should be major upheaval if I just remove the Junkers with their leader Otto von Bismarck. Maybe the King should be part of that faction,not of the army faction.

Also Prussia could easily afford colonies around the Coast of Africa and even in Oceania. I feel that should be harder.

But so far it is enjoyable, probably more so than CK3. Not yet on alevel with Stellaris or EU4 for me.
Title: Re: Victoria 3
Post by: Tamas on October 29, 2022, 08:38:24 AM
Quote from: Zanza on October 29, 2022, 08:30:46 AMI played Prussia into the mid 1840s now and could already peacefully form the North German Federation. For whatever reasons all those princes that kept their sovereignty since the Middle Ages decided that they should join Prussia after using Improve Relations on them until mixed out. No other power even cared when I annexed all of Saxony, Hesse, Anhalt and Mecklenburg. Not sure why. Anyway wasn't much of a struggle. :hmm:

Watching the Prussia dev stream a month or so ago I thought this was so easy so the AI wouldn't struggle. But then what the Prussia AI does is instead of relying on easy diplomacy, is to go on a bloody violent rampage, making it impossible for itself to unify.

I am actually pretty sure this could be tweaked, since the AI strategies (of which you can see what a given country is on at each time -minus a secret fourth one-) are in text files, but I haven't been able to figure the parameters out without a guide.
Title: Re: Victoria 3
Post by: HVC on October 29, 2022, 09:44:07 AM
Once you get used to the warfare its not so bad. a lot less micromanaging.
Title: Re: Victoria 3
Post by: HVC on October 29, 2022, 09:46:48 AM
Quote from: Zanza on October 29, 2022, 08:30:46 AMI played Prussia into the mid 1840s now and could already peacefully form the North German Federation. For whatever reasons all those princes that kept their sovereignty since the Middle Ages decided that they should join Prussia after using Improve Relations on them until mixed out. No other power even cared when I annexed all of Saxony, Hesse, Anhalt and Mecklenburg. Not sure why. Anyway wasn't much of a struggle. :hmm:

I kicked the Junkers from government and had the miltary-industrial complex ruling Prussia. Again with little consequences. There should be major upheaval if I just remove the Junkers with their leader Otto von Bismarck. Maybe the King should be part of that faction,not of the army faction.

Also Prussia could easily afford colonies around the Coast of Africa and even in Oceania. I feel that should be harder.

But so far it is enjoyable, probably more so than CK3. Not yet on alevel with Stellaris or EU4 for me.

Gets Harder to Form Germany, at least for me. The second trigger (pan-nationalism?) got me the rest my northern buddies, but the southern ones wouldn't join. Then I saw the tab under culture to form Germany. Went to war with austria for the honour, but they backed down so i got germany for free.
Title: Re: Victoria 3
Post by: Tamas on October 29, 2022, 09:51:57 AM
It's funny how I can fall down the rabbit hole of the game files.  :lol:

I have managed to make it so that only recognised countries can start treaty port plays and only against unrecognised ones. But that restriction seems to go out of the window when it comes to adding secondary wargoals - the treaty port option is always there. I haven't been able to figure out where and how to prevent that, and I keep looking for it instead of playing, as if it makes that big a difference either way.
Title: Re: Victoria 3
Post by: Syt on October 29, 2022, 09:52:14 AM
So I'm starting to convert my fleet to dreadnoughts, and my armies to squad tactics and infiltration tactis. Problem is, my radio production is still lagging, and prices for the new tech are ridiculous. Plus, I'm slowly introducing telephones to government administration to up my admin limits.

IRL Imperial Germany introduced a tax on champagne sparkling wine in 1902 to provide funding for its fleet.

In my game, it's 1910 and I just introduced taxes on coffee, opium, and tobacco to make up for the steep investments into state infrastructure. :lol:
Title: Re: Victoria 3
Post by: Threviel on October 29, 2022, 10:06:41 AM
Quote from: Syt on October 28, 2022, 10:59:11 AM"Yes, but ..." :P :lol:

(https://i.postimg.cc/WzpKRKGh/image.png)

(https://i.postimg.cc/B647DywM/image.png)

WTF? Östergötland missing from Götaland. FFS!
Title: Re: Victoria 3
Post by: Syt on October 29, 2022, 11:06:51 AM
Sweden made an alliance offer. I generally avoid those. Don't want to get bogged down in a boneheaded Diplomatic Play if I can avoid it. Unfortunately I didn't realize that they were using an obligation on me. When I checked why I had fallen from #1 to #3 in the rankings I saw that I have a -25% prestige and infamy decay penalty that decays for 5 years - "Repudiated Obligation." It only clicked then for me what had happened.

Again: more notifications/infos, please, when stuff like this comes up. :P
Title: Re: Victoria 3
Post by: Syt on October 29, 2022, 11:49:49 AM
(https://i.postimg.cc/3JwhhQ25/image.png)

 :ph34r:
Title: Re: Victoria 3
Post by: Tamas on October 29, 2022, 01:52:42 PM
That's kind of awesome actually.  :lol: You should post it on the Paradox forum to see how all the teenage fascists react.  :P
Title: Re: Victoria 3
Post by: Syt on October 29, 2022, 02:12:47 PM
It actually won its war against the US (who have been pretty crap at fighting wars in this save file :D ). I admit I did pay off their debts and bankrolled them for a bit.

Because I was running out of rubber, I decided to grab some land in Africa. Things escalated slightly, and I grabbed five indigenous states. Which made me a pariah, with everyone hating me. I was still fighting in Africa when the NGF started a play to cut me down to size. Lucky for me, no one else joined them, while I had Bavaria and Switzerland on my side. :mellow:

We fought them defensively for a while. I was about to be pushed back but I called up all conscripts and that saved the day. Eventually I wore them out and I could launch an offensive. I got to the point where I could press my goals (reparations, releasing two subjects), but they refused. Meanwhile, I was hemorrhaging money. I nixed all expenses I could and raised what taxes I could, but I was losing 1M per week. In the end it was a race between getting them to capitulate or going bankrupt. I ended up 75M out of 77 in debt, but I did it.

Of course me trade network is in shambles, I'm a pariah, and my once beautiful market (Italy, Egypt, Russia, Portugal, Sweden, Denmark, Haiti, Venezuela, some of them even my subjects) is in shambles.

Plus, my leader adds additional infamy decay penalties. So I'm going for universal suffrage to get him out of office. (And also to finally get to proportional taxation - tried a few times, but only the workers were supporting it, and with events the chance always dropped to 0% eventually ... <_< )

Meanwhile, the North German Federation has its own problems. The Hohenzollerns were removed by a military coup some while ago, and their current ruler is King Friedrich Wilhelm von Breitenbach.

Following our little war, though, Fascists have taken over much of the NGF, though. And the fascist leader is a socialist king who wants a council republic  ...  :hmm:  :wacko:

(https://i.postimg.cc/kJ7DGcRn/image.png)

(As for New Africa in America - you can release them at the start of the game and play as them ;) )
Title: Re: Victoria 3
Post by: Tamas on October 29, 2022, 02:36:17 PM
That sounds fun. :)
Title: Re: Victoria 3
Post by: The Minsky Moment on October 29, 2022, 04:31:58 PM
Quote from: The Minsky Moment on October 28, 2022, 05:42:02 PM
Quote from: Syt on October 28, 2022, 04:15:54 PMOh, and what's the advantage of buildings being publicly traded instead of privately owned? It seems it increases capitalist jobs, but doesn't that mean more people draw income out of the building and thus lower the building's profits and cash reserves? :unsure:

Big increase in your investment pool. 

1896 in US I am getting 410-420K in investment pool transfers.  That's running interventionism; with LF it would be close to double.
Title: Re: Victoria 3
Post by: FunkMonk on October 29, 2022, 04:51:34 PM
Still playing my first game, I've rocketed to 2nd as Russia in the Power rankings, behind a France that has a massive GDP. Something happened with the UK because, going by the line chart, their GDP fell off a cliff for some reason and now they're way behind. I wish this game had an event log so I could go back and see what the hell happened to the UK that destroyed their economy.

Dare I say it is a little too easy to industrialize Russia and stay politically stable? It's literally my first game and my economy is on a rocket ship. I've also conquered much of the eastern Balkans, taking Bulgaria and western Thrace from the Ottomans and took a treaty port near Istanbul, manhandling the ottoman army and their Italian master (Italy formed and took the Ottomans as a protectorate). I also purported Persia in like 1838. And I'm still on friendly terms with most of Europe. This is on the highest aggressive settings.
Title: Re: Victoria 3
Post by: Syt on October 30, 2022, 01:19:46 AM
Yes, and no. I massively industrialized as A-H, but my standard of living never really got off the ground floor. I have all the modern technologies, but I don't have the resources to run them. Sure, I can switch all my power plants to oil and add motor carriages to urban centers, and other buildings. But that would mean literally using twice as much oil as the world is currently producing (and I only own one source myself - really should have conquered Wallachia, in hindsight :P ). Same goes for rubber. And some other resources. Sure, you can still switch them over and run them without the resources, and that will work for a while, but it will eventually lead to the buildings being inefficient and losing money (and laying off people), or you have to subsidize them to keep them in business.

All the while your people expect a higher standard of living, or have gotten accustomed to an improvement in life so that any step back will radicalize them.

So yes, I think it's easy to industrialize. However, I think the real challenge is to do it in a way that doesn't overextend your resources while still meeting the expectations of your (growing) population.

Meanwhile my people expect a higher standard
Title: Re: Victoria 3
Post by: Zanza on October 30, 2022, 04:21:15 AM
I had that issue early with Prussia: Researched a fancy new tech, but it was too expensive to actually apply to any of my buildings. I feel that next attempt I shall go even more for Coal, Iron and Wood to make basic industries profitable.
Title: Re: Victoria 3
Post by: Tamas on October 30, 2022, 04:32:19 AM
To test this economy + Prussia AI mod I mentioned, I started a Piedmont game with it on high AI agression.

Well I can see why it's Two Sicilies always uniting Italy. Piedmont has some good basis to build an economy I think EXCEPT for Labour force qualified for pretty much anything.

Anyhow I was climbing up slowly, while Prussia seemed to had laid some diplomatic groundwork before going on the offensive. It's first war against a German minor had Austria against them but Bavaria on their side.

Few years after that I honoured my alliance to Lucca defending against Sicily. That would had been an uphill struggle already. Út the Ottomans joined on Sicily's side so when the dust settled and the war ended I was left with tiny Savoy and considered it game over.

Before quitting the game I saw Prussia launching a Play to grab the regions Austria and the tow Tyrols...
Title: Re: Victoria 3
Post by: Tamas on October 30, 2022, 04:44:53 AM
After the above I returned to my 1903 Austria save.
The thing to note is that even though that game has had a number of defeated communist and Conservative revolts, for whatever reason the spread of Liberal revolutionism only triggered 1905ish. I was receiving the events that I saw in the Prussia dev stream, in that one they were the originators of them - because they converted to some Liberal system they were getting popups to spread the revolution (I was on the receiving end of this)

I suspect it might be the "riad to liberalism" journal entry that triggers this. Which would be a bit silly because that to fire requires a non-monarchy fork of government, and most rebels who form even if Liberal have a monarchy, so if this what spring of nations is tied to, it ain't going to work.

Worse than that though, this spread of radicalism triggered several revolutions/civil wars in Europe, including one in Russia, which all have bugged out into white peace.

I don't think my peace desire modding has done this (I have reduced my modifications to fairly mild ones anyhow). Hopefully it is something they will fix in the patch the devs said we might get next week. Or this week if you are into the whole Sunday is the first day of the week nonsense.

Oh one more thing, I won't have a chance to test it for a while but regarding the AI not producing things like opium and oil, a possibly relevant typo was discovered, although unlikely it had this profound an effect:

There's a typo on line 598 of the 00_defines.txt file that may be hampering the AI's build decisions:

Code:
RODUCTION_BUILDING_OUTPUT_NEEDED_INDUSTRIAL_GOODS_FACTOR = 0.5 # Add this value to a building for each unit of money worth of industrial goods that are underproduced in the country and are used by buildings
Title: Re: Victoria 3
Post by: Syt on October 30, 2022, 05:25:52 AM
I made it to 1936. The last 10, 15 years saw tons of communist/radical/fascist uprisings, but it seems the breakaways inherit the original country's laws, instead of something reflecting their ideology?

I managed to get my economy balanced so that I dug my way out of debt, subsidizing a few key industries/amenities and making sure my resources are applied to key industries (e.g. putting oil into coal mining, because I was ALWAYS short of coal), setting taxes so that my people aren't throttled too much in their spending etc.

Militarily I played more passively than intended. I wanted to stay out of Africa but ended up going anyways, and getting greedy put me into an extremely costly war that nearly wrecked my economy. I wanted to dismantle the Ottomans, but except taking Bosnia. Maybe I missed something, but it seems you can start plays to release protectorates but not countries that are part of the enemy (e.g. liberate Albania), only as additional war goals once you have claimed something else.

I wish there was a system to escalate existing wars. I feel regional powers should be able to intervene in neighbors' wars, and Major and Great Powers in their areas of interest. Such an intervention/sway could come with a big investment of influence and/or infamy to make sure it's not overused. Perhaps make it dependent on a society tech that allows to enter wars even if you had declared neutrality.

Anyways, here's my final score:

(https://i.postimg.cc/cW5XpY0P/image.png)

And on the subject of tiny pops all over ....

(https://i.postimg.cc/k7fxx35L/image.png)

:P

With parts of the US South becoming an Afro-American independent state, Dixie culture pops have made their way to Europe. In the Moldavia region there's about 500k Dixie pops working as subsistence farmers and laborers. :hmm:

Otherwise, not much to say. Italy never formed because I stopped all attempts at it. USA was utterly useless in most things and almost fell to a radical revolution in the 1930s. Russia had a couple colonies in Africa and the Pacific. Portugal/Spain didn't do much, but France acquired most of their historical empire in Africa. Canada became a presidential dictatorship. Didn't see UK get involved in much of anything. They got some colonies, had some wars against natives, but that's about it.
Title: Re: Victoria 3
Post by: Syt on October 30, 2022, 05:48:01 AM
Btw, I love that appointing generals is tied into the IG influence. More than once I hired/promoted a general primarily based on what group he represented and whether I wanted that group to be stronger or not. For much of my game I kept e.g. trade unions out of the military to keep them down. When I wanted to enact liberal reforms I started promoting generals who were part of the intelligentsia and workers and retired/didn't replace leaders who were part of more conservative factions.

EDIT: And I think it's a bit hilarious that CK3 has a map mode for government types, but V3 doesn't :P
Title: Re: Victoria 3
Post by: Solmyr on October 30, 2022, 06:34:58 AM
I've liberalized as Sweden, becoming a constitutional monarchy and embracing both colonization and multiculturalism. Now I have a lots of Africans immigrating into Sweden. :ph34r:
Title: Re: Victoria 3
Post by: Tamas on October 30, 2022, 06:53:35 AM
Amazing on Dixie farmers in Moldavia. :D

The government of revolutionary factions is a weird one, seems almost random to me - I have seen them having a trade union government and council republic / democracy, as well as a conservative setup with an emperor.
Title: Re: Victoria 3
Post by: Syt on October 30, 2022, 07:17:51 AM
Just for a laugh I started a new Austria game and immediately released all possible territories, which leaves you landlocked, and with some key industries (clothing, paper, etc.) now outside your borders. Seems like a pretty challenging setup - maybe for another day. :D
Title: Re: Victoria 3
Post by: HVC on October 30, 2022, 08:38:45 AM
Once Germany is formed you're kind of unstoppable. Attacked France who were joined by Austria and Russia. Trounced them all. Having a one level advantage on infantry might be a bit over powered. I was holding off Austria at 4-1 odds very easily. They threw themselves at me until manpower and money losses took them out of the war. Don't even have to invade. Russia and France crumbled easily.

Tried Portugal. Way to daunting at my level of experience. Maybe I'll try Austria. 
Title: Re: Victoria 3
Post by: Tamas on October 30, 2022, 09:42:20 AM
Diplomacy is for sure the weakest part of the game.

In my Austria run, Britain managed to build up a lot of infamy, and it was the target of several "cut down to size" war declarations from Russia, France, Italy... except at separate intervals done individually, with the result that Britain ended up with a lot of war reparations paid to them over the year.
Title: Re: Victoria 3
Post by: Syt on October 30, 2022, 10:48:33 AM
I'm giving Argentina a go. It's a fair bit harder - almost no money, almost no economy. It's the 1860s, and I've built my third railroad. I might build a second construction in ten or so years, because I cant afford more. Heck, my 10 divisions, even on line infantry levels is a struggle to finance. :lol:

I have several states where I have no peasants left, so I can't really build new stuff there.

Things would be even worse if Britain didn't "ask" me to join their market (and be their protectorate ... ).
Title: Re: Victoria 3
Post by: Tamas on October 30, 2022, 11:39:57 AM
Second try at Piedmont on high AI aggression, this time without the economy mod as comments on it seem to indicate while it much improves some areas, it scews up others (notably army buildup of AI).

Aborted the game late-1860s, as my Ottoman and British allies could not stop Two Sicilies and Austria from defeating me.

Very first time I have seen Prussia from the NGF though. Also Russia was active in Asia conquering stuff so did France in North Africa, and the UK in different parts of Africa as well.

So, while definitely makes the game harder, I am leaning toward high aggression being better for the game.
Title: Re: Victoria 3
Post by: Syt on October 30, 2022, 11:58:01 AM
Germany formed NGF in my last game. In this one they're also hoovering up the North Germans.

The US has been in a protracted war against Mexico/UK. The war has gone on for over five years, there's two million dead, with fighting in Africa (US is too eager to pick up colonies over there ...) and the US-Mexican border. The claims, once the dust will settle? US getting Baja California, or Mexico taking back California proper. As with being able to join wars under certain conditions there should be the possibilities to add more war goals as a conflict drags on (again, at a high cost).
Title: Re: Victoria 3
Post by: The Minsky Moment on October 30, 2022, 01:08:48 PM
I stopped the US game after hitting 1 billion GDP.  It's a good learning country but by the 1880s it can mostly run on autopilot.

The US also has a huge advantage once the oil dependent techs open as it gets much of the world's oil for decades.

Started up a new game as the Sokoto Caliphate, similar to the US in having a huge slave population and in no other respect.  Awful starting laws including traditional economy, isolationism, no schools etc.  However, I stumbled upon a useful exploit.  Following some warmongering for a few provinces, the UK targeted me and another African minor.  After an initial panic, I checked the play demands

The UK wargoal was that I give up slavery.
I immediately capitulated.   :)
Title: Re: Victoria 3
Post by: FunkMonk on October 30, 2022, 01:45:13 PM
Is there a specific process for getting a somewhat historical American Civil War? Nothing I've read or seen tells me that that is even possible.
Title: Re: Victoria 3
Post by: Tamas on October 30, 2022, 02:10:50 PM
Quote from: FunkMonk on October 30, 2022, 01:45:13 PMIs there a specific process for getting a somewhat historical American Civil War? Nothing I've read or seen tells me that that is even possible.

It's supposed to get patched soon.
Title: Re: Victoria 3
Post by: The Minsky Moment on October 30, 2022, 02:48:32 PM
Quote from: FunkMonk on October 30, 2022, 01:45:13 PMIs there a specific process for getting a somewhat historical American Civil War? Nothing I've read or seen tells me that that is even possible.

Not exactly.  But when the GPs pile willy-nilly into the Mexican war, the US ends up with the same level of war dead and devastation.  So there's that.
Title: Re: Victoria 3
Post by: Syt on October 30, 2022, 03:01:53 PM
Quote from: The Minsky Moment on October 30, 2022, 02:48:32 PM
Quote from: FunkMonk on October 30, 2022, 01:45:13 PMIs there a specific process for getting a somewhat historical American Civil War? Nothing I've read or seen tells me that that is even possible.

Not exactly.  But when the GPs pile willy-nilly into the Mexican war, the US ends up with the same level of war dead and devastation.  So there's that.

The Mexican-American War ended after almost two decades in my Argentina game. Well over 4 million Mexicans, Americans and British died till 1878. Looking at the map, California, Nevada, Wyoming, Colorado, Nebraska, Kansas, Oklahoma and New Mexico seem scorched (clicking through them, they all have over 50% devastation). Looks perfect for playing some Fallout. US GDP dropped 50% during the war (judging by the graph), their population dropped from 20 to 16 million. Mexico (where hardly any fighting happened) had a stable GDP and population. Britain's GDP even grew during this time, though they had 1.5 million dead themselves (though it caused them not much of a dent in total).
Title: Re: Victoria 3
Post by: Tamas on October 30, 2022, 06:18:37 PM
I think I have been getting less insanely long wars with my peace desire tweaks.

I am thinking of drastically decreasing the impact of gold reserves on peace considerations because I often see that being the chief reason why a heavily battered country stays in a war which feels a bit silly.
Title: Re: Victoria 3
Post by: Syt on October 31, 2022, 01:18:33 AM
I really hope "soft" colonialism will come back, either via mod or DLC.

The way the systems are set up, having foreign investments in your market could add a whole new layer to the game.

First, add a law that allows foreign investments ranging from banned to investment allowed, to actively seeking investors for certain industries.

Second, since we have ownership per building, add an option for foreign investors - they will provide most funding AND syphon most of the profits.

Third, add a foreign investor interest group (per investing country?) that gains political power the more investment they have (eventually creating "banana republics" and controlling your government).

Forth, if the country tries to take back control from foreigners or otherwise piss them off (similar to industrialists, but maybe more extreme?), they add radicals if they have "normal" supporters, but also damage relations with the foreign country ramp up the chance for the foreign powers to interfere and start a diplomatic play on you.
Title: Re: Victoria 3
Post by: Syt on October 31, 2022, 03:18:37 AM
The AI formed Germany and it's ... beautiful ... ? :D

(https://i.postimg.cc/4ykgNsLP/image.png)
Title: Re: Victoria 3
Post by: The Brain on October 31, 2022, 03:25:55 AM
How does the game handle the Austro-Hungarian Compromise btw?
Title: Re: Victoria 3
Post by: Tamas on October 31, 2022, 03:46:14 AM
Quote from: The Brain on October 31, 2022, 03:25:55 AMHow does the game handle the Austro-Hungarian Compromise btw?

Once Hungarian becomes an accepted culture (most likely by switching to racial segregation), A-H auto-forms making Hungarian a second primary culture.

The problem of course that this does it kind of backwards - I have not spotted a practical difference between primary or accepted culture so the tag-switch is meaningless and in fact goes against what the original idea and compromise: in the game to form A-H you elevate all nationalities to equal practical status to Austrian. In real life they elevated Hungarians to (almost) equal status so they wouldn't have to do that for the rest of the nationalities.
Title: Re: Victoria 3
Post by: Solmyr on October 31, 2022, 03:54:40 AM
In my low AI aggression Sweden learning game, Prussia eventually formed Germany just fine. It did get beat up by Austria a couple of times. The UK somehow barely colonized anything, so Africa was mainly a race between me and France. I also managed to beat Russia at some point while barely fighting them - the main war was me conquering Wadai, in which Russia intervened, so I added a war goal of transferring control of Finland. Got Russia to sufficient war exaustion mostly by blockading the Baltic, since my ships were a grade or two above theirs. My only naval invasion attempt failed, but they still accepted the loss of Finland after a while.

There's an annoying bug btw where if you make peace with an uprising, it becomes permanently unable to be targeted by diplomatic plays, so you cannot reconquer it anymore. Annoyingly, the world map has a bunch of "uprising" states which cannot be dealt with anymore. Hopefully that gets patched quickly.

Also, characters seem to routinely live to be over 100 years old. This is a bit silly and leads to too few changes in the political landscape.
Title: Re: Victoria 3
Post by: FunkMonk on October 31, 2022, 11:40:13 AM
This game really needs a newspaper mod that highlights interesting events in other countries.

I mean there is a person holding up a newspaper on the Victoria 3 opening splash screen for Christ's sake
Title: Re: Victoria 3
Post by: Syt on October 31, 2022, 12:11:12 PM
I know, feel free to add your voice here. :P

https://forum.paradoxplaza.com/forum/threads/better-alerts-and-notifications-please.1553024/
Title: Re: Victoria 3
Post by: Richard Hakluyt on October 31, 2022, 12:39:41 PM
Now that was a bit of a surprise; Otto von Bismarck, leader of the junkers, got caught frequenting a male brothel in Berlin :pickelhaube

I'm trying to cover it up  :cool:
Title: Re: Victoria 3
Post by: Syt on October 31, 2022, 12:58:18 PM
I had an even where an 80 year old politician of mine was marooned on an island with a Russian general who was hunting him for sport. My politician survived and the Russian general died. :lol:
Title: Re: Victoria 3
Post by: Syt on October 31, 2022, 01:11:02 PM
Btw, do yourself a favor and occasionally zoom in on the map. Pretty much all your buildings pop up on the map somewhere, transforming the landscape, growing towns etc. It's quite pretty. :wub:
Title: Re: Victoria 3
Post by: Syt on October 31, 2022, 01:12:23 PM
German "communism"  :hmm:

(https://i.postimg.cc/GrzynCG9/image.png)

(https://i.postimg.cc/sVpM6d3j/image.png)
Title: Re: Victoria 3
Post by: Sheilbh on October 31, 2022, 01:19:32 PM
Quote from: Richard Hakluyt on October 31, 2022, 12:39:41 PMNow that was a bit of a surprise; Otto von Bismarck, leader of the junkers, got caught frequenting a male brothel in Berlin :pickelhaube

I'm trying to cover it up  :cool:
Add it to this and the Eulenburg affair :o
    "In an effort to distract him, the kaiser's entourage decided to put on an entertainment, the kind that amused him: a ballet spectacular performed by the middle-aged members of his various cabinets. The climax was a performance by Field Marshal Count Dietrich von Hülsen-Haeseler, the hefty, fifty-six-year-old chief of Wilhelm's military cabinet. Described in some sources as wearing a pink tutu ("not for the first time," Zedlitz-Trützschler wrote), in others a pink ball gown – what was undisputed was that he was in drag – with a large feather in his hair, he performed a series of energetic pirouettes, jumps and capers, flirtatiously blew kisses to his audience, stumbled off the stage and suffered a massive heart attack that killed him instantly. It was reported that by the time the doctors arrived, rigor mortis was so far advanced that it was extremely difficult to get Hülsen out of his tutu and into his military uniform. The story made Wilhelm look even more irresponsible and odd; in the French, Italian, and British papers there were gleeful screeds about German moral degeneracy."
Title: Re: Victoria 3
Post by: Tamas on October 31, 2022, 01:37:40 PM
Interesting:
https://twitter.com/Martin_Anward/status/1587095045143871489?s=20&t=5YUllC6nm2yUXM4OQhU1kQ

QuoteMartin Anward
@Martin_Anward
With
@PDXVictoria
 now released, the team is hard at work fixing bugs and addressing your feedback. One of the first mechanics we're tweaking is Legitimacy, increasing its impact and making it so share of votes in government matters far more, especially with more democratic laws.

(https://pbs.twimg.com/media/FgZ-Q7KXwAcZqPc?format=jpg&name=medium)
Title: Re: Victoria 3
Post by: Syt on October 31, 2022, 02:38:03 PM
The game has a pandemic event. If you thought that the random comets in EU2 were bad .... :bleeding:
Title: Re: Victoria 3
Post by: crazy canuck on October 31, 2022, 02:52:56 PM
Quote from: Richard Hakluyt on October 31, 2022, 12:39:41 PMNow that was a bit of a surprise; Otto von Bismarck, leader of the junkers, got caught frequenting a male brothel in Berlin :pickelhaube

I'm trying to cover it up  :cool:


It is an event that has triggered in both my Russian games.  In one game it was the leader of the religious party, and I wondered if someone at Paradox just had a wicked sense of humour given what is happening in Russia today.  But in the second game it fired for the leader of the Industrialists.  And now I see it is firing in every country.
Title: Re: Victoria 3
Post by: crazy canuck on October 31, 2022, 02:54:44 PM
Quote from: Syt on October 31, 2022, 02:38:03 PMThe game has a pandemic event. If you thought that the random comets in EU2 were bad .... :bleeding:

In one of my games there was a devastating eruption in Alaska - just after I built a number of gold mining buildings there  :mad:
Title: Re: Victoria 3
Post by: Syt on October 31, 2022, 03:17:13 PM
Quote from: crazy canuck on October 31, 2022, 02:54:44 PM
Quote from: Syt on October 31, 2022, 02:38:03 PMThe game has a pandemic event. If you thought that the random comets in EU2 were bad .... :bleeding:

In one of my games there was a devastating eruption in Alaska - just after I built a number of gold mining buildings there  :mad:

I had floods and earthquakes in Argentina.

The pandemic (British Flu in my game) started in 1922. It's now 1927. It gives provinces a big increase in mortality. In the decisions you get the options how to deal with it: strict masking/distancing/shutdowns (wrecking your economy), nothing, and a measure in between. I don't feel any of the options does much. I was down to one province when it flared up again. Got it completely eradicated - and it still came back. I saw a tooltip that there's upß tp 4 waves per province. <_<
Title: Re: Victoria 3
Post by: The Brain on October 31, 2022, 03:29:42 PM
Quote from: crazy canuck on October 31, 2022, 02:54:44 PMIn one of my games there was a devastating eruption in Alaska

Burrito night at casa katmai.
Title: Re: Victoria 3
Post by: Tamas on October 31, 2022, 05:25:51 PM
That legitimacy change that Tweet implies seems like very good and cannot wait for it.

Right now there is SOME risk to having a government of unpopular parties but its a trade-off usually well worth it to just weather the rise in radicals while you wait for your 10%-ish chance to pass some important law to be increased by events and pass. Making that harder could make things more difficult and realistic.
Title: Re: Victoria 3
Post by: crazy canuck on October 31, 2022, 10:25:26 PM
Quote from: The Brain on October 31, 2022, 03:29:42 PM
Quote from: crazy canuck on October 31, 2022, 02:54:44 PMIn one of my games there was a devastating eruption in Alaska

Burrito night at casa katmai.

It was devastating. Not an extinction level event.
Title: Re: Victoria 3
Post by: Syt on November 01, 2022, 12:08:10 AM
Apparently there's also another fix coming for trade. At the moment, country A might import good X from you, lowering the price in their market and increasing it in yours. This can lead to it now becoming profitable to re-import that good from country A, so you end up with circular trades. They aim to fix it in a patch, too.
Title: Re: Victoria 3
Post by: Syt on November 01, 2022, 12:20:46 AM
I've completed two full games now. Argentina was fun, but immigration went through the roof for me. I went from 0.5M people to 20M by end of game. Mostly due to high standard of living, but I also had a happy intelligentsia for a while; one of their traits can give a hefty immigration bonus.

Prussia formed NGF in both games, and Germany in one (they turned commie by the end game). Russia remained autocratic and National Supremacy in both games. They had a few uprisings, but nothing serious. They also were quite active in colonizing Africa and grabbing that SE tip of Australia. France was quite active in Africa in both games, and was often fighting Prussia/Germany. Italy formed in my second game (in the first I prevented them as Austria), but they never went for the Italian parts of Austria, or Austria's minions (another common thing, from what I can see).

US was underwhelming in both games, struggling to take their historical territory from Mexico (and let's not mention the Canadian border gore). The African-American New Africa seceded in both games. In my second game slavery was alive and well in 1936. Their GDP never got off the ground in either game. They're quite eager to grab colonies in Africa, though.

Britain was also not performing well. While staying at the top and having the biggest GDP, they didn't expand much in terms of colonies. They had small colonies in Africa, but they (or the Aussies) never expanded their Oceanic territory. In my Argentina game, where I was their protectorate, they tried to make me a Dominion through force, but I managed to hold them off (their war reparations were a huge jump start to my economy). They fought more wars against tiny nations in Asia, but at least twice they had to give up and owed them war reparations. :hmm:

Overall, some constructs seem a bit stable - Russia seems to have little issue holding things together. Austria in my recent game remained autocratic and discriminating against their non-Germans till the end (though Slovakia broke free in that one). There were some uprisings that I saw, but they were all ideology based and crushed. Similar with Russia, or China.
Title: Re: Victoria 3
Post by: The Brain on November 01, 2022, 01:30:05 AM
Quote from: crazy canuck on October 31, 2022, 10:25:26 PM
Quote from: The Brain on October 31, 2022, 03:29:42 PM
Quote from: crazy canuck on October 31, 2022, 02:54:44 PMIn one of my games there was a devastating eruption in Alaska

Burrito night at casa katmai.

It was devastating. Not an extinction level event.

^_^
Title: Re: Victoria 3
Post by: Zanza on November 01, 2022, 02:26:18 AM
Currently playing as Brazil. You start with two active wars in your North and South. I quickly concluded these and annexed the breakaway parts of my country.

Brazil starts in a fairly strong position: barely any big power interest in South America and a fairly strong economy. 

I bowed to my Paradox game instincts and used that to quickly conquer Uruguay, Paraguay (which had surprisingly good industry for being a shithole in real life) and then puppeted Colombia (New Grenada), Ecuador, and finally Argentina. I guess I can puppet or conquer Chila, Bolivia-Peru and Venezuela as well unless one of the great powers intervenes.

I am notorious now, but I have cordial relationships with the US, UK, and France thanks to improving relations. So great power intervention is less likely.

I had the offer to join the British customs union, but refused. I expect to be a great power eventually (currently at #9 or #10), so having my own customs union seems more sensible. Not sure what the upside of joining some bigger powers customs union is. Having their local prices?  :hmm:
Title: Re: Victoria 3
Post by: Syt on November 01, 2022, 02:45:41 AM
Unless I understand incorrectly, being part of their market means having direct access to all members' produced goods, and being able to sell directly to them - without the need for setting up trade routes/using convoys.

So it can help you out with supply early in the game, if you can produce things at prices that are competitive in their market. As Belgium my economy really took off once I joined the British customs union (and was thrown in turmoil when the French pulled an obligation to have me join their market, as suddenly my industry's prices got reset to their levels).

So I guess it mostly depends on how much you're limited by trade, and how big your own market is eventually going to be. In my Argentina game I never really expanded my market much, but I didn't have to - the British market was always in need of stuff that I could produce at profit.

P.S.: If you're part of a larger market and get notifications about lack of input resources - hover over the notification. It will tell you how many buildings are affected, and hovering over the number tells you where they are. In my Argentina game I had constant complaints about lack of some items, but they didn't affect me; e.g. some buildings that hadn't made the jump from man-o-wars to ironclads in some other nation.
Title: Re: Victoria 3
Post by: Syt on November 01, 2022, 02:55:59 AM
On the topic of markets:

On the one hand I am glad that V3 does away with the bonuses for having production chains in one state (e.g. coal, iron, steel in one area leading to more efficiencies), because it railroads you a fair bit in how you develop your economy. On the other hand, seeing Britain build crazy profitable tooling workshops, chemical plants and textile mills in the Falklands and NOTHING ELSE (no livestock, no whaling) also seems a bit wrong.  :hmm:

(Not to mention that some goods, like electricity, are shared within a market. So I was the primary producer of electricity in late game, supplying most of Britain, India etc. with power from Argentina ... :unsure: )
Title: Re: Victoria 3
Post by: Zanza on November 01, 2022, 03:31:05 AM
Electricity should be like infrastructure. It was not really possible to transport it very far in the late 19th or early 20th century. 
Title: Re: Victoria 3
Post by: Syt on November 01, 2022, 05:28:03 AM
I think treating electricity as infrastructure would be a good idea. Maybe even add services/transportation to the mix. :)

One of the weird outcomes with the current market system is that in order to trade with a foreign market you have to be able to have a route to the "owner" of the market.

That means that as landlocked Sikh Empire I can trade with Qing, Russia, and other neighbors via land. However, I'm unable to trade with Indian parts of the British market because "We have no way of reaching this Market."  :hmm:

(https://i.postimg.cc/TwVkKCDM/image.png)
Title: Re: Victoria 3
Post by: Zanza on November 01, 2022, 08:02:22 AM
 :lol: That's silly.

But many of the silly things seem like they can fix them. The economic and politics model underneath seems to work fairly well.
Title: Re: Victoria 3
Post by: Josephus on November 01, 2022, 09:34:17 AM
Ok, so I think I'm grasping the economics of the game. So moving on to military. I'm playing as Two Sicilies, and just for fun I decided to join France in their war against Kongo, which is in the interior of Africa. Now I've mobilized one of my generals but I can't seem to give it orders. Both "advance" and "defend" don't have any fronts available.
Title: Re: Victoria 3
Post by: Syt on November 01, 2022, 09:47:39 AM
Started a new game as Sikh Empire. It's an interesting start. Way behind on tech. Powerful elites that resist all change. Serfdom and National Supremacy. Traditionalism in economy and only Land-Based taxes available. In resources, you have silk, tea, opium, lumber, a bit of coal ... but no iron, no coast access, no sulfur, no lead, and lacking 1100+ taxation capacity in Punjab. You're wedged between Persia, British India, Qing, and Russia.

But you start with 100k professional soldiers.

Unfortunately, there's no way you can balance your budget. Oh, and you're unrecognized, so your interactions are a bit limited (vassals instead of puppets etc.).

So my plan was to grab some neighboring states for resources and sea access and join the British market so I can build up my economy. Step one went well. Baluchistan and the coastal province next to it gave up without a fight. I was in the middle of taking the Eastern part of Afghanistan (which has iron) in a war when the East India Company came knocking and "asked" me to be their puppet. I tried to hold them off in a war, but ultimately had to accept. Since then it's been a slow march to modernization, with constant bankruptcies, because the only way I could balance my budget would be to disband my military. Not going to happen. It's a long march to get to the point where I can change my economic and tax laws, but once we get there things should start looking up considerably.
Title: Re: Victoria 3
Post by: The Minsky Moment on November 01, 2022, 11:30:27 AM
Quote from: Josephus on November 01, 2022, 09:34:17 AMOk, so I think I'm grasping the economics of the game. So moving on to military. I'm playing as Two Sicilies, and just for fun I decided to join France in their war against Kongo, which is in the interior of Africa. Now I've mobilized one of my generals but I can't seem to give it orders. Both "advance" and "defend" don't have any fronts available.

You may have to give a naval invasion order to a fleet assigned to that HQ, no?
Title: Re: Victoria 3
Post by: The Brain on November 01, 2022, 11:35:17 AM
How do you load armies onto ships?
Title: Re: Victoria 3
Post by: The Minsky Moment on November 01, 2022, 11:39:16 AM
Sokoto has been a fun game, challenge to manage development and political reform in a tricky diplomatic environment with lots of big Euro powers sticking fingers into the regional pie.  An early UK war declaration helped me get rid of slavery easily, although at some prestige cost.  Otherwise, I stayed on good terms with Big Red, and conquered Ashanti, the nearby coastal provinces, and some other neighbors with culture accepted people; vassalized Bornu. Beelined to colonization but by the time I got the laws and institutions in place, the UK was well under way.  I was to close the incorporating the old imperial capital at Gao but the Brits grabbed it first .  I did get Niger and now slowly pushing south (seems unfair that a native power gets the full malaria penalty, WTF?)

Sokoto has awful starting laws and little starting economy to speak of but does have access to resources, including good amounts of iron, coal, dye, sulfur, and eventually rubber, so lots of development opportunities.

Title: Re: Victoria 3
Post by: Syt on November 01, 2022, 12:03:44 PM
Quote from: The Minsky Moment on November 01, 2022, 11:30:27 AM
Quote from: Josephus on November 01, 2022, 09:34:17 AMOk, so I think I'm grasping the economics of the game. So moving on to military. I'm playing as Two Sicilies, and just for fun I decided to join France in their war against Kongo, which is in the interior of Africa. Now I've mobilized one of my generals but I can't seem to give it orders. Both "advance" and "defend" don't have any fronts available.

You may have to give a naval invasion order to a fleet assigned to that HQ, no?

Depends. If the French already a front, you should be able to just assign units there. But yes, otherwise it requires a naval invasion order for one of your fleets (I had to try landing in Haiti 5 times yesterday - only worked after I fired the generals and admirals involved - not sure it did something, but I felt like I had contributed :P )

Worst case would be if the target is landlocked with no war participating countries bordering it. In which case you just can't fight them. (Could you try a violate sovereignty play in such a situation? Haven't tried yet.)
Title: Re: Victoria 3
Post by: The Minsky Moment on November 01, 2022, 12:52:29 PM
Quote from: Syt on November 01, 2022, 12:03:44 PMWorst case would be if the target is landlocked with no war participating countries bordering it.

I took advantage of that early in my Sokoto playthrough.
Title: Re: Victoria 3
Post by: Tamas on November 01, 2022, 01:20:26 PM
This is something I was thinking about modding in just no idea what parameters to use:

QuoteIt's teaser time again! One of the things we're looking at in upcoming @PDXVictoria patches is balancing cultural/religious tolerance laws by having more restrictive laws increase the loyalty of accepted pops, so there is an actual trade-off involved.

(https://pbs.twimg.com/media/FgZ5BX-XoAEicyd?format=jpg&name=small)
Title: Re: Victoria 3
Post by: Josephus on November 01, 2022, 02:36:35 PM
Quote from: The Minsky Moment on November 01, 2022, 11:30:27 AM
Quote from: Josephus on November 01, 2022, 09:34:17 AMOk, so I think I'm grasping the economics of the game. So moving on to military. I'm playing as Two Sicilies, and just for fun I decided to join France in their war against Kongo, which is in the interior of Africa. Now I've mobilized one of my generals but I can't seem to give it orders. Both "advance" and "defend" don't have any fronts available.
That option wasn't available either.
You may have to give a naval invasion order to a fleet assigned to that HQ, no?
Title: Re: Victoria 3
Post by: Tamas on November 01, 2022, 02:45:48 PM
Started another Sweden game to test this popular (and only) AI mod that's mostly about the economy plus some smaller national tweaks as  I understand.

No idea how different the economy is so far, but first time ever I am seeing a huge Austria civil war against their "radical" version which is the same political system just different IGs ruling. It's 1847 so that's also a neat timing -if only it was a liberal uprising- and Russia plus France also helping the "legacy" side.

Title: Re: Victoria 3
Post by: Tamas on November 01, 2022, 02:52:10 PM
Quote from: Tamas on November 01, 2022, 02:45:48 PMStarted another Sweden game to test this popular (and only) AI mod that's mostly about the economy plus some smaller national tweaks as  I understand.

No idea how different the economy is so far, but first time ever I am seeing a huge Austria civil war against their "radical" version which is the same political system just different IGs ruling. It's 1847 so that's also a neat timing -if only it was a liberal uprising- and Russia plus France also helping the "legacy" side.



Aaaand with the original Austria annexed by the revolutionaries (who are now Austria proper) the war is an endless one as France and Russia re bug-stuck into fighting Austria over the wargoal of Austria annexing Austria. I switched countries to them but even manually I cannot close it down.

Sigh.
Title: Re: Victoria 3
Post by: Tamas on November 01, 2022, 05:07:54 PM
Having reached 1866 I'd say that this "Anbeeld's Revision of AI" mod probably yields better results than vanilla.

But a big problem is that because it relies on extra checks and lines of script in AI code, in 1866 I am already in 1900s level of slowness with the game. I dare not think how slow it is going to be around 1900 and later, and probably won't bother to keep using the mod.
Title: Re: Victoria 3
Post by: Sheilbh on November 01, 2022, 05:09:58 PM
Playing a placid little game in Latin America. Then look over to Europe to see that after the French absolutely decimated the British convoy fleet over some Pacific islands that the UK is now fighting Welsh secessionists (backed by Germany) and about to face a war against a revolutionary trade union republic :mmm: :w00t:
Title: Re: Victoria 3
Post by: Syt on November 02, 2022, 12:57:26 AM
Quote from: Tamas on November 01, 2022, 02:45:48 PMNo idea how different the economy is so far, but first time ever I am seeing a huge Austria civil war against their "radical" version which is the same political system just different IGs ruling. It's 1847 so that's also a neat timing -if only it was a liberal uprising- and Russia plus France also helping the "legacy" side.

In my games so far Austria has always been hit with civil wars (often multiple ones), except when I was playing them. Though it's been rare that the "original" one lost. Germany/NGF/Prussia had civil wars, too, and they see regime change more often (I've seen different noble families take over, and one communist Germany).

What I'm sorely lacking is flavor. That's one the one hand making countries more unique (that can be something as simple as renaming IGs, or giving them more unique traits depending on country), but it's also bring out what's already in the game.

A main sticking point for me in Vic1 and 2 was that there were no "leaders" - i.e. in a game called Victoria, the queen herself was not represented. Now we have all those characters, faction leaders, generals - and that's great stuff. I thought it would be cringe, but I actually enjoy that aspect. Problem is, I don't really pay attention to them. Now, I don't need a CK3 RPG style gameplay here. But some way to make these people more prominent beyond the occasional event pop up. For 95% of my play time I don't pay attention to who is leading which faction (or even my country) beyond the IG marker and their traits. Them often dying without me noticing because the notification got buried doesn't help - which can be crucial, though, because their leader traits can drastically change what an IG does and doesn't like.

I know nations often have unique entries in their journal. And that helps somewhat ... if you remember to check your journal regularly. Some stuff will go to your outliner, but a lot of things just don't - which really sucks. So you end up scrolling through the long list of potential entries at the start and hope to remember key ones later (esp. since you can't look at inactive ones or add an alert to when they become available, like CK3 decisions allow you to do).

Similar with the world at large. I have NO idea what's going on around the world unless I pause and zoom in on nations. Oh, Canada is communist now. Oh, this nation has left my customs union? There's a weird ruler in Britain, I wonder what happened? It would be nice to have event logs, or at least be able to define countries of interest where I get more event notifications of what's happening with them.

Also, I really hope they fix nations getting stuck in endless, non-fighting war. In my recent game I ended up switching countries to give conflicts a push. It's often smaller nations in civil war with neither side having any troops left, but also still thinking they have resources to keep fighting. E.g. in Western Australia a conflict was frozen for 20 years. I checked - one side still had 1(!) division. I mobilized it for them and sent it to the front and the war was resolved moments later. And then I did the same for six other wars.

In my latest game (as Sikh - I need to redo this, because I never managed to get my economy "fixed" by 1890) there was actually a very distinct lack of war and diplomatic plays by major powers (except the occasional taking over of an African micro state).
Title: Re: Victoria 3
Post by: Syt on November 02, 2022, 04:28:35 AM
(https://preview.redd.it/d0kt95arghx91.jpg?width=640&crop=smart&auto=webp&s=3625f56c1c3ad6c8f558105f1a16e90e73d2af17)

 :lol:
Title: Re: Victoria 3
Post by: Tamas on November 02, 2022, 04:29:51 AM
 :lol:


Agreed on lack of focus on what's going on in the world, Syt, and yeah I think high AI aggression is necessary in vanilla at the moment to make things happen.
Title: Re: Victoria 3
Post by: Tamas on November 02, 2022, 04:37:46 AM
1.04 is out:

Quote###################
# Game Balance
###################
# Economy
- Petit-Bourgeoisie now also care about government wages
- Slashing government wages will now reduce prestige
- Slashing military wages will now reduce training rate
- Debt slavery can now enslave pops up to wealth level 9, in reduced numbers for each point
of wealth
- Reduce the max number of pops enslaved each week by debt slavery from 5% to 0.5% of
state population
- Debt slavery will no longer enslave additional pops when slaves is 20% or more of the state
population
- Tweak subsistence production in decentralized nations so African pops don't start at
starvation levels
# Politics
- Increased the chance of progressive political movements appearing over the course of the
game
- Movements to Preserve now have a larger effect on the chance for a law to stall, making it
harder to pass laws opposed by powerful groups
- Political Movements for or against changes in Slavery and Government principles laws will
now be more radical
- Reduced base effect of Propagandists Intelligentsia trait from 50% to 25%
- Reduced effect of guaranteed liberties on loyalists and radicals growth
# Colonization
- Native Uprisings now get a significant bonus to their combat capabilities, mainly on the
defensive
- Reduced the chance of Native Uprisings occuring when provinces are colonized
###################
# AI
###################
# Diplomacy
- AI is now a bit less likely to back down in diplomatic plays
- AI is now a bit more likely to get involved in diplomatic plays
- Make the AI more keen on swaying countries to its side if outmatched in a diplomatic play
# War
- AI is now a lot more focused on taking land-adjacent states and conquering contiguous land
areas in general
- Increase AI aggression against Unrecognized countries after unlocking Civilizing Mission
# Colonization
- Increased AI tendency to get involved in Native Uprisings slightly
###################
# Interface
###################
# Tooltips
- Improve revenue predictions when constructing buildings to show more accurate and useful
data
###################
# Bugfixes
###################
- Fixed a bug where capitulating in one war could cause your generals in another war to
standby
- Added additional check to prevent monuments from being targeted in tutorial
- Added a check to the Declare Interest Tutorial that was miscounting the maximum amount of
Declared Interests possible.
- Fix issue where Investment Pool could be used for disallowed building types
- Fix issue where predicted price for goods after goods substitution would sometimes show the
wrong value
- Political movements can now start organizing a revolution at 50 radicalism rather than 100
(100 is needed for the revolution to actually begin though)
- Fixed typos in several defines
- Fix pop attraction reasons tooltip CTD in Asian languages
- Fixed a CTD caused by trying to create a shipping lane between two market areas with at
least one of them being only nominally coastal due to the entire coast being impassable
- Fixed a CTD that could be triggered when clicking on the "mobilize all" button"
- Fixed late game CTD when transferring troops
- Fix CTD when hovering sell orders after having country join your market (__chkstk
(chkstk.asm: 109))
- Fix CTD in NPdxParticle2Internal::SParticlePool::GetActive
- Fix CTD in CJominiSplineNetworkGraphics::GetStripLengthInternal
Title: Re: Victoria 3
Post by: Josephus on November 02, 2022, 06:10:41 AM
Quote from: Tamas on November 02, 2022, 04:29:51 AM:lol:


Agreed on lack of focus on what's going on in the world, Syt, and yeah I think high AI aggression is necessary in vanilla at the moment to make things happen.

That's always the case with P'dox games. I remember back in the EU2 days, the general consensus was to play "normal/aggressive"...that is Normal difficulty and Aggressive AI.

Regarding lack of focus. I think someone here mentioned a newspaper. Maybe a weekly pop up front page that tells you what's going on, that you can tailor to your interests.
Title: Re: Victoria 3
Post by: Syt on November 02, 2022, 07:10:13 AM
Patch notes look like a good start. Esp. like the changes to local uprisings. My general response to those was so far "Great, don't have to wait for colonization to finish! :w00t: "
Title: Re: Victoria 3
Post by: The Minsky Moment on November 02, 2022, 11:00:31 AM
Agreed it's a good start but it doesn't seem to address the two-way trading loop problem.
Title: Re: Victoria 3
Post by: Syt on November 02, 2022, 11:54:09 AM
The game has many excellent commie flags, but this might be one of the best. :lol:

(https://i.postimg.cc/KZwwKyYB/image.png)
Title: Re: Victoria 3
Post by: Syt on November 02, 2022, 12:04:22 PM
(https://i.redd.it/2iagtb0txjx91.png)
Title: Re: Victoria 3
Post by: Syt on November 02, 2022, 12:05:41 PM
Addendum from Wizz on reddit:

QuoteKey word here is "considering" - it's something I would like to prototype to see how it would actually play. We are also not talking about any sort of full AI control here, it may even be only something for certain laws. We will never take the economy out of the hands of the player entirely, just try to add more depth and challenges.
Title: Re: Victoria 3
Post by: Sheilbh on November 02, 2022, 12:37:28 PM
Quote from: Syt on November 02, 2022, 04:28:35 AM[...]

 :lol:
I would love it if, after accidentally nurturing loads of fasc types with HOI4 fans, Victoria 3 now redeems Paradox with them all getting out their Eric Hobsbawm :lol:
Title: Re: Victoria 3
Post by: Syt on November 02, 2022, 12:41:41 PM
 :lol:

It's certainly a different generation than when Johan was running things by himself, mostly, and had ... more conservative views on the world. :D
Title: Re: Victoria 3
Post by: ulmont on November 02, 2022, 12:44:41 PM
Quote from: The Minsky Moment on November 02, 2022, 11:00:31 AMAgreed it's a good start but it doesn't seem to address the two-way trading loop problem.

I thought that (having trade routes not quite use market prices) was a deliberate change made and discussed during development, so there's not that much they can do without restoring the problems they changed to avoid?
Title: Re: Victoria 3
Post by: FunkMonk on November 02, 2022, 01:29:25 PM
I need to see my big white numbers go up in comparison to other countries.

Paradox plz just give me spreadsheets and graphs and data tables.
Title: Re: Victoria 3
Post by: Tamas on November 02, 2022, 01:41:59 PM
Apparently they accidentally made trade centers eat inordinate amounts of infrastructure per trade route in the patch, effectively breaking the game, although a few people seem to like the severe cap on trading.

EDIT: mod that removes it: https://steamcommunity.com/sharedfiles/filedetails/?id=2883457763&searchtext=Remove+infrastructure+usage+from+Trade+Centers

I am thinking of switching it to something like 0.1 instead of the patch's 1 for now, or removing it altogether like the mod. It sounds like a decent idea, not just at this brutal rate.
Title: Re: Victoria 3
Post by: The Minsky Moment on November 02, 2022, 01:59:53 PM
Quote from: Syt on November 02, 2022, 12:04:22 PM
Quote from: ulmont on November 02, 2022, 12:44:41 PM
Quote from: The Minsky Moment on November 02, 2022, 11:00:31 AMAgreed it's a good start but it doesn't seem to address the two-way trading loop problem.

I thought that (having trade routes not quite use market prices) was a deliberate change made and discussed during development, so there's not that much they can do without restoring the problems they changed to avoid?

I think they have got to do something.  You can't have a situation where two countries can make lots of money trading the same article to each other in enormous quantities.
Title: Re: Victoria 3
Post by: Tamas on November 02, 2022, 02:56:58 PM
Playing Austria with the patch for comparison's sake.

The thing about more political movements and the fact that revolutions start "charging up" from 50 radicalism (but won't trigger before 100) are easily noticable.

The aristocrats were already pretty miffed when I just launched a campaign to switch to appointed bureaucrats. What happened was that they already had a political movement to introduce agrarianism on low support and radicalisation, that the latter jumped to critical when I started going with the the bureaucracy thing, and the revolution "charge up" started, so I gave up and things calmed back. :)

Title: Re: Victoria 3
Post by: Solmyr on November 02, 2022, 03:33:06 PM
I wonder if it's possible to make it tougher to move large armies across the world. I could pretty much transport my entire Baltic HQ Swedish army (100+ regiments) to Africa for every single conflict there, with no ill effects I could see. Seems like they don't even need ships or anything.
Title: Re: Victoria 3
Post by: FunkMonk on November 02, 2022, 10:32:07 PM
Quote from: Tamas on November 02, 2022, 02:56:58 PMPlaying Austria with the patch for comparison's sake.

The thing about more political movements and the fact that revolutions start "charging up" from 50 radicalism (but won't trigger before 100) are easily noticable.

The aristocrats were already pretty miffed when I just launched a campaign to switch to appointed bureaucrats. What happened was that they already had a political movement to introduce agrarianism on low support and radicalisation, that the latter jumped to critical when I started going with the the bureaucracy thing, and the revolution "charge up" started, so I gave up and things calmed back. :)



I just restarted a Spain game with the new patch. I removed the landowners from government and replaced them with the industrialists and started to enact the slavery ban. The landowners immediately began a movement to block the ban and became radicalized. Within two months their revolution began, centered in northwest Spain. The war lasted a year or so until Portugal and I destroyed the power of the landowners in Spain forever.

Quite cool and fun  :bowler:
Title: Re: Victoria 3
Post by: FunkMonk on November 02, 2022, 10:44:04 PM
So yeah, the diplomatic and economic AI needs a little work but I've read that multiplayer is actually pretty stable.

So with the bones of the game really quite good, this might be a really good multiplayer game. Imagine like ten humans building out their empire's economies and squabbling over colonial scraps in Indonesia and Africa :hmm:
Title: Re: Victoria 3
Post by: Syt on November 03, 2022, 02:12:13 AM
With trade centers being overpriced I thought I'd give Japan a go. :P

I immediately went for Colonization tech, but before I finished, the Russians were already on Hokkaido.  <_< I'm not sure what a good mechanical solution would be for this, but it's rather annoying that this happens every game.

In terms of annoyances that are not gamebreaking but still peeving me it ranks up there with the US never taking that bit of Colorado from Mexico, or Italy never trying to take Lombardy, South Tyrol, Istria & Venetia from Austria. :P

I've not dabbled with gameplay mods, but I've installed a number of UI mods - e.g. the states in outliner showing # of peasants & unemployed, the IGs in outliner showing approval rating, some more condensed trade screens etc.
Title: Re: Victoria 3
Post by: Syt on November 03, 2022, 02:17:27 AM
In the case of Italy, they should really get an irredentism mechanic where they will try to take all Italian homelands if possible.
Title: Re: Victoria 3
Post by: Syt on November 03, 2022, 02:43:45 AM
The V3 province map: https://i.redd.it/eccslaknxlx91.png
Title: Re: Victoria 3
Post by: crazy canuck on November 03, 2022, 07:10:11 AM
Quote from: Syt on November 03, 2022, 02:12:13 AMWith trade centers being overpriced I thought I'd give Japan a go. :P

I immediately went for Colonization tech, but before I finished, the Russians were already on Hokkaido.  <_< I'm not sure what a good mechanical solution would be for this, but it's rather annoying that this happens every game.

In terms of annoyances that are not gamebreaking but still peeving me it ranks up there with the US never taking that bit of Colorado from Mexico, or Italy never trying to take Lombardy, South Tyrol, Istria & Venetia from Austria. :P

I've not dabbled with gameplay mods, but I've installed a number of UI mods - e.g. the states in outliner showing # of peasants & unemployed, the IGs in outliner showing approval rating, some more condensed trade screens etc.

Playing as Russia, the very first move is to colonize the three Uzbek territories, Sakhalin and Hokkaido.



Title: Re: Victoria 3
Post by: The Minsky Moment on November 03, 2022, 08:17:05 AM
Obvious solution is to make all of Hokkaido an unincorporated state of Japan at game start instead of having a colonizable piece.
Title: Re: Victoria 3
Post by: Tamas on November 03, 2022, 08:52:56 AM
I guess I wasn't playing optimally last night as I was a bit distracted, but in my Austria game it took me until the mid-1860s to oust the Aristocrats from the government without dramatically tanking my legitimacy. This way I can start decreasing their clout via Authority so they should be on their way out.

But they would still make a lot of trouble if I wanted to go to racial segregation, and I am still stuck on Land voting.

In fact, the Rural Folks are so strong, they had a "lets close the borders" movement going on Medium popularity and radicalism for a while and I was "yeah right" but then my bloody radicals kept creeping up and turmoil was spreading everywhere, and then I realised that hey actually my economy kinda' stinks is it really that bad if my people can't leave? So I succumbed to the movement had Closed Borders pass and the radicals radically decreased. :)

The point is that this is very nice in the game, that going liberal (which rightfully is the best for your economy and politics) can be a challenge and depending on your societal makeup it might be better to not rock the boat and roll with the Make Austria Great Again people.
Title: Re: Victoria 3
Post by: Syt on November 03, 2022, 09:40:05 AM
Btw, I've not fought all that many wars so far in V3, but what I have seen so far seemed pretty reasonable for the conflicts I've been involved in, in terms of results. There's a bit more decision making involved than it looks at first (trying to stabilize a front that's collapsing, debating whether to mobilize conscripts when things look esp dicey, wondering whether to split up one senior general's big stack into smaller stacks by adding generals, so you can cover more fronts when the lines of combat get too fractured), and the ouctome of combat has generally been not too outlandish.

One thing I noticed is that if you fight an enemy with a large/weird border on multiple fronts and they have limited troops they often leave some areas unguarded where you can then put small armies that can advance unimpeded, quickly shifting the balance of the war in a fairly gamey way. This might get addressed, though, as they said they want to look at how new fronts are generated (because some conflicts just become a huge mess after a while).
Title: Re: Victoria 3
Post by: Tamas on November 03, 2022, 09:43:53 AM
Yeah agreed, it's the diplomacy AI that really causes issues with wars. I had Prussia stuck in a war with a minor it didn't border for a decade. Then it somehow violated the neutrality of the country between them (got an event popup if I wanted to help the poor guys) but I don't know how that goes.
Title: Re: Victoria 3
Post by: Syt on November 03, 2022, 09:50:34 AM
Quote from: Tamas on November 03, 2022, 09:43:53 AMYeah agreed, it's the diplomacy AI that really causes issues with wars. I had Prussia stuck in a war with a minor it didn't border for a decade. Then it somehow violated the neutrality of the country between them (got an event popup if I wanted to help the poor guys) but I don't know how that goes.

In such cases I now switch to one of the warring parties (tiny countries with revolutions also get stuck a lot) and do something that gets them moving again (might be one side still has 1 division they can mobilize vs the enemy's 0). Worst case I have one of the sides capitulate :P

I have seen big wars freeze and become unstuck again after a few years, but it's quite rare. I feel that the AI needs to learn how to resolve it themselves, and a "ticking clock" where the war will just end after X amount of time without battles (similar to white peace mechanic in EU), regardless of whether they think they still have credit reserves to continue.
Title: Re: Victoria 3
Post by: garbon on November 03, 2022, 09:51:59 AM
Quote from: Tamas on November 03, 2022, 09:43:53 AMYeah agreed, it's the diplomacy AI that really causes issues with wars. I had Prussia stuck in a war with a minor it didn't border for a decade. Then it somehow violated the neutrality of the country between them (got an event popup if I wanted to help the poor guys) but I don't know how that goes.

There's a diplomatic play to violate the neutrality of a third party - though it looks like you can only do it if your relations are low with the third party.
Title: Re: Victoria 3
Post by: Syt on November 03, 2022, 10:00:49 AM
Quote from: garbon on November 03, 2022, 09:51:59 AM
Quote from: Tamas on November 03, 2022, 09:43:53 AMYeah agreed, it's the diplomacy AI that really causes issues with wars. I had Prussia stuck in a war with a minor it didn't border for a decade. Then it somehow violated the neutrality of the country between them (got an event popup if I wanted to help the poor guys) but I don't know how that goes.

There's a diplomatic play to violate the neutrality of a third party - though it looks like you can only do it if your relations are low with the third party.

It would be helpful, though, (and IMHO quite reasonable) if you could ask a friendly country for military access, too.
Title: Re: Victoria 3
Post by: garbon on November 03, 2022, 10:45:02 AM
Quote from: Syt on November 03, 2022, 10:00:49 AM
Quote from: garbon on November 03, 2022, 09:51:59 AM
Quote from: Tamas on November 03, 2022, 09:43:53 AMYeah agreed, it's the diplomacy AI that really causes issues with wars. I had Prussia stuck in a war with a minor it didn't border for a decade. Then it somehow violated the neutrality of the country between them (got an event popup if I wanted to help the poor guys) but I don't know how that goes.

There's a diplomatic play to violate the neutrality of a third party - though it looks like you can only do it if your relations are low with the third party.

It would be helpful, though, (and IMHO quite reasonable) if you could ask a friendly country for military access, too.

Yeah, I only learned about that play as I was trying to figure out how to avoid repeating failed naval invasions of Tuscany. I then had a pop up telling me Etruria had peace demands enforced on it. When I finally looked it was my puppet in same space that had been Tuscany. :hmm:
Title: Re: Victoria 3
Post by: Valmy on November 03, 2022, 11:16:43 AM
Quote from: Syt on November 03, 2022, 02:43:45 AMThe V3 province map: https://i.redd.it/eccslaknxlx91.png

Ok one more bit of history nerd rage: Saint Pierre and Miquelon are on the map. They are right there off the coast of Newfoundland...yet they are not part of France but part of the UK? What? Why have them even on the map then? Just leave them off if they are not important enough to be given to the correct country. I am all for just pretending they don't exist if you want to do that, but come on. They are  important enough to exist but not important enough to exist accurately?

Especially as this is an economic game and they were part of France for fishing interests, economics. Seems like something Victoria 3 would care about.
Title: Re: Victoria 3
Post by: garbon on November 03, 2022, 11:46:18 AM
Quote from: Valmy on November 03, 2022, 11:16:43 AM
Quote from: Syt on November 03, 2022, 02:43:45 AMThe V3 province map: https://i.redd.it/eccslaknxlx91.png

Ok one more bit of history nerd rage: Saint Pierre and Miquelon are on the map. They are right there off the coast of Newfoundland...yet they are not part of France but part of the UK? What? Why have them even on the map then? Just leave them off if they are not important enough to be given to the correct country. I am all for just pretending they don't exist if you want to do that, but come on. They are  important enough to exist but not important enough to exist accurately?

Especially as this is an economic game and they were part of France for fishing interests, economics. Seems like something Victoria 3 would care about.

Because they aren't large enough to be a state?
Title: Re: Victoria 3
Post by: crazy canuck on November 03, 2022, 12:01:22 PM
Quote from: garbon on November 03, 2022, 11:46:18 AM
Quote from: Valmy on November 03, 2022, 11:16:43 AM
Quote from: Syt on November 03, 2022, 02:43:45 AMThe V3 province map: https://i.redd.it/eccslaknxlx91.png

Ok one more bit of history nerd rage: Saint Pierre and Miquelon are on the map. They are right there off the coast of Newfoundland...yet they are not part of France but part of the UK? What? Why have them even on the map then? Just leave them off if they are not important enough to be given to the correct country. I am all for just pretending they don't exist if you want to do that, but come on. They are  important enough to exist but not important enough to exist accurately?

Especially as this is an economic game and they were part of France for fishing interests, economics. Seems like something Victoria 3 would care about.

Because they aren't large enough to be a state?

They should start as an unincorporated state of France.  They were actually of more economic importance than a lot of the other unincorporated states on the rest of the map.
Title: Re: Victoria 3
Post by: Syt on November 03, 2022, 12:40:43 PM
Dev Diary:

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-64-post-release-plans.1553970/

Quote(https://forumcontent.paradoxplaza.com/public/888777/16_9.jpg)

Hello and welcome to the first of many post-release Victoria 3 dev diaries! The game may now be out at last (weird, isn't it?) but for us that just means a different phase of work has begun, the work of post-release support. We've been quite busy collecting feedback, fixing bugs and making balance changes, and are now working on the free patches that will be following the release, the first of which is a hotfix that should already be with you at the time you read this.

Our plans are naturally not limited to just hotfixes though, and so the topic of this dev diary is to outline what you can expect us to be focusing on in the first few larger free patches. We will not be focusing on our long-term ambitions for the game today; we certainly have no shortage of cool ideas for where we could take Victoria 3 in the years to come, but right now our focus is post-release support and patches, not expansion plans.

However, before I start, I want to share my own personal thoughts on the release. Overall, I consider the release a great success, and have been blown away by the sheer amount of people that have bought and are now playing Victoria 3. I've had a hand in this project since its earliest design inception, and have been Game Director of Victoria 3 since I left Stellaris in late 2018, and while it certainly hasn't been the easiest game to work on at times, it is by far the most interesting and fulfilling project I've ever directed. The overarching vision of the game - a 'society builder' that puts internal development, economy and politics in the driving seat - may not have changed much since then, but the mechanics and systems have gone through innumerable iterations (a prominent internal joke in the team is 'just one more Market Rework, please?') to arrive where we are today, at what I consider to be a great game, one that lives up to our vision - but one that could do with improvement in a few key areas.

(https://forumcontent.paradoxplaza.com/public/889709/V3-PostLaunch-ForLoc.jpg)

The first of these areas is military: The military system, being very different from the military systems of previous Grand Strategy Games, is one of those systems that has gone through a lot of iterations. While I believe that we have landed on a very solid core of how we want military gameplay in Victoria 3 to function and we have no intention of moving back towards a more tactical system, it is a system that suffers from some interface woes and which could do with selective deepening and increasing player control in specific areas. A few of the things we're looking into improving and expanding on for the military system follow here, in no particular order:

- Addressing some of the rough edges in how generals function at the moment, such as improving unit selection for battles and balancing the overall progression along fronts

- Adding the ability for countries to set strategic objectives for their generals

- Increasing the visibility of navies and making admirals easier to work with

- Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes

- Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created

- Experimenting with controlled front-splitting for longer fronts

The second area is historical immersion: While we have always been upfront with the fact that Victoria 3 is a historical sandbox rather than a strictly historical game, we still want players to feel as though the events unfolding forms a plausible alt-history, and right now there are some expected historical outcomes that are either not happening often enough, or happening in such a way that they become immersion-breaking. Again, in no particular order, some areas targeted for improvement in the short term:

- Ensuring the American Civil War has a decent chance to happen, happens in a way that makes sense (slave states rising up to defend slavery, etc), and isn't easily avoidable by the player.

- Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks

- Working to expose and improve content such as expeditions and journal entries that is currently too difficult for players to find or complete

- Ensuring unifications such as Italy, Germany and Canada doesn't constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular

- General AI tweaks to have AI countries play in a more believable, immersive way

We're balancing cultural/religious tolerance laws by having more restrictive laws increase the loyalty of accepted pops, so there is an actual trade-off involved.

(https://forumcontent.paradoxplaza.com/public/888778/DD64%2001.png)

The third area is diplomacy. While I think what we do have here is quite good and not in need of any significant redesign, this is an area that could do with even more deepening and there's some options we want to add to diplomacy and diplomatic plays:

- Making it easier to get an overview of your Pops and Pop factors such as Needs, Standard of Living and Radicals/Loyalists

- Experimenting with autonomous private-sector construction and increasing the differences in gameplay between different economic systems (though as I've said many times, we are never going to take construction entirely out of the hands of the player)

- Ironing out some of the kinks with the late-game economy and the AI's ability to develop key resources such as oil and rubber

- Making it more interesting and 'competitive' but also more challenging to play in a more conservative and autocratic style

One of the first mechanics we're tweaking is Legitimacy, increasing its impact and making it so the share of votes in government matters far more, especially with more democratic laws.

(https://forumcontent.paradoxplaza.com/public/888779/DD64%2002.png)

The above is of course not even close to being an exhaustive list of everything we want to do, and I can't promise that everything on the list is going to make it into the first few patches, or that our priorities won't change as we continue to read and take in your feedback, only that as it stands these are our plans for the near future. I will also remind once again that everything mentioned above is something we want for our free post-release patches. At some point we will start talking about our plans for expansions, but that is definitely not anytime soon!

What I can promise you though, is that we're going to strive to keep you informed and do our best to give you insight into the post-release development process with dev diaries, videos and streams, just like we did before the game was released. I'll return next week as we start covering the details of the work we're doing for our first post-release patch. See you then!
Title: Re: Victoria 3
Post by: Zanza on November 03, 2022, 01:01:02 PM
Quote from: Tamas on November 02, 2022, 01:41:59 PMApparently they accidentally made trade centers eat inordinate amounts of infrastructure per trade route in the patch, effectively breaking the game, although a few people seem to like the severe cap on trading.
Ah, that must have happened in my game. All of a sudden I had to build lots of ports and railroads in some of my core provinces. I had wondered why.
Title: Re: Victoria 3
Post by: Zanza on November 03, 2022, 01:38:35 PM
The topics from the Dev Diary sound very good to me. I am looking forward to the patches then.
Title: Re: Victoria 3
Post by: Barrister on November 03, 2022, 02:32:54 PM
Quote from: Valmy on November 03, 2022, 11:16:43 AM
Quote from: Syt on November 03, 2022, 02:43:45 AMThe V3 province map: https://i.redd.it/eccslaknxlx91.png

Ok one more bit of history nerd rage: Saint Pierre and Miquelon are on the map. They are right there off the coast of Newfoundland...yet they are not part of France but part of the UK? What? Why have them even on the map then? Just leave them off if they are not important enough to be given to the correct country. I am all for just pretending they don't exist if you want to do that, but come on. They are  important enough to exist but not important enough to exist accurately?

Especially as this is an economic game and they were part of France for fishing interests, economics. Seems like something Victoria 3 would care about.

My piece of history nerd rage: the Canadian arctic.

First of all, nobody would use the term "Nunavut" in the 19th century.  That term was coined at the end of the 20th century from the Inuit term "Our land".  The best possible term for it at the time would be Keewatin, which was the name for that region when part of the Northwest territories.  Heck the entire idea of Nunavut being a separate province is silly since that didn't happen until 1999.

But while there would have been some very scare fur trading in the southernmost parts, the bulk of the area would have been "terra incognita" in 1836.  Most of Nunavut wasn't meaningfully incorporated into Canadian society until the 1950s.
Title: Re: Victoria 3
Post by: Sheilbh on November 03, 2022, 02:52:09 PM
Tremendous work having a Canadian history hijack in a game that literally includes the American Civil War.
Title: Re: Victoria 3
Post by: Valmy on November 03, 2022, 02:59:33 PM
Quote from: Sheilbh on November 03, 2022, 02:52:09 PMTremendous work having a Canadian history hijack in a game that literally includes the American Civil War.

I have given up on having Victoria model the American Civil War in a fun or accurate way since Victoria I. All wars in all Victoria games have been pretty lame IMO.

I am interested in if the new system makes them feel like actual 19th century wars.
Title: Re: Victoria 3
Post by: Zanza on November 03, 2022, 03:20:52 PM
Quote from: Syt on November 03, 2022, 02:43:45 AMThe V3 province map: https://i.redd.it/eccslaknxlx91.png
You have to wonder why they bothered. Virtually all game mechanics are on the state level with the exception of warfare. But as they cut the tactical warfare from the game, so many provinces serve little purpose. It allows border gore from colonization and representing non-unified countries like Germany or Italy. But I feel that for both purposes much fewer provinces would have been sufficient.
Title: Re: Victoria 3
Post by: Sheilbh on November 03, 2022, 04:03:01 PM
Quote from: Zanza on November 03, 2022, 03:20:52 PMYou have to wonder why they bothered. Virtually all game mechanics are on the state level with the exception of warfare. But as they cut the tactical warfare from the game, so many provinces serve little purpose. It allows border gore from colonization and representing non-unified countries like Germany or Italy. But I feel that for both purposes much fewer provinces would have been sufficient.
Possibly to create flashpoints or splits of states during colonisation?

Edit: But I'm not sure they're particularly developed yet, which is a shame.
Title: Re: Victoria 3
Post by: Syt on November 03, 2022, 04:29:52 PM
Yeah, split states is the main reason, I feel (check the Malay peninsula, I think some states there are split into three or four). And it makes frontlines/colonization look more organical on the map, i.e. more fluid progression instead of a whole state just flipping at some point.
Title: Re: Victoria 3
Post by: Zanza on November 03, 2022, 05:10:32 PM
In Germany e.g. Hesse and Saxony are split into five countries at the start. But  this split is only for game start and as far as I know there is no mechanism to have a split state later, right? Other than colonization.

Neither exist for most of the map...
Title: Re: Victoria 3
Post by: HVC on November 03, 2022, 05:15:40 PM
Quote from: Zanza on November 03, 2022, 01:01:02 PM
Quote from: Tamas on November 02, 2022, 01:41:59 PMApparently they accidentally made trade centers eat inordinate amounts of infrastructure per trade route in the patch, effectively breaking the game, although a few people seem to like the severe cap on trading.
Ah, that must have happened in my game. All of a sudden I had to build lots of ports and railroads in some of my core provinces. I had wondered why.

Any timeline for a fix?
Title: Re: Victoria 3
Post by: Tamas on November 03, 2022, 06:26:39 PM
Quote from: HVC on November 03, 2022, 05:15:40 PM
Quote from: Zanza on November 03, 2022, 01:01:02 PM
Quote from: Tamas on November 02, 2022, 01:41:59 PMApparently they accidentally made trade centers eat inordinate amounts of infrastructure per trade route in the patch, effectively breaking the game, although a few people seem to like the severe cap on trading.
Ah, that must have happened in my game. All of a sudden I had to build lots of ports and railroads in some of my core provinces. I had wondered why.

Any timeline for a fix?

It's an easy edit in one text file, here is the mod to have it done, but patch is probably coming tomorrow:

https://steamcommunity.com/sharedfiles/filedetails/?id=2883457763
Title: Re: Victoria 3
Post by: HVC on November 03, 2022, 06:34:10 PM
Thanks!
Title: Re: Victoria 3
Post by: ulmont on November 04, 2022, 07:45:44 AM
Quote from: HVC on November 03, 2022, 06:34:10 PMThanks!

There's already a 1.05 patch.  I quote the https://store.steampowered.com/news/app/529340/view/3407563246856257033 patch notes in full:

"- Changed so that Trade Centers cost 1 infrastructure per 10 levels instead of 1 infrastructure per level"
Title: Re: Victoria 3
Post by: mongers on November 04, 2022, 09:02:27 AM
T should get this,

play the tutorial for 20-25min,

and in 2-3 years time find it in my steam library*


* as per my SOP with Paradox games since HO2. :embarassed:
Title: Re: Victoria 3
Post by: Syt on November 05, 2022, 09:27:59 AM
So after trying to survive as Sikh Empire, or reform Japan, or (as Britain) dismantling the Empire and trying to turn the isles into an isolationist agrarian serf autocracy I've started a game as France, playing "normal" (develop industry, expand influence in the world) ... and after the last more niche game it suddenly feels like easy mode. Decent income, good laws, footholds in various areas, big military ... currently thinking, "There's got to be a catch somewhere ..."  :hmm:  :lol:
Title: Re: Victoria 3
Post by: Syt on November 05, 2022, 09:54:40 AM
Really don't know why people keep saying that fronts during warfare and diplo plays are "a mess" ... seems perfectly fine to me. :P

(https://pbs.twimg.com/media/FgzusTTX0AIvJD4?format=jpg&name=4096x4096)
Title: Re: Victoria 3
Post by: Solmyr on November 05, 2022, 02:04:54 PM
Quote from: Syt on November 05, 2022, 09:27:59 AMSo after trying to survive as Sikh Empire, or reform Japan, or (as Britain) dismantling the Empire and trying to turn the isles into an isolationist agrarian serf autocracy I've started a game as France, playing "normal" (develop industry, expand influence in the world) ... and after the last more niche game it suddenly feels like easy mode. Decent income, good laws, footholds in various areas, big military ... currently thinking, "There's got to be a catch somewhere ..."  :hmm:  :lol:

France usually dominates the vanilla game as AI, so it's definitely easy mode in the hands of a player. The problems seem to be 1) no historical demographic decline, so the French population grows out of control, 2) treaty port in Ponidcherry gives France free access to British market.
Title: Re: Victoria 3
Post by: Syt on November 05, 2022, 02:52:22 PM
Yeah, I can see that. In my game before this (a couple of years as Japan), GB was going quite ham, though - taking over colonies and making puppets all over. Maybe it was a fluke.

One thing I'm not sure how I feel about it: if a protectorate of yours forms Italy, then Italy becomes your protectorate. I was painstakingly trying to protect all Italian states when they suddenly dropped from the outliner and I see Italy has formed by 2Sic via diplomacy (I had stopped a previous military attempt of theirs). But since they were my protectorate, the entire country is now my protectorate. Seems a bit gamey, since you could target likely country unifiers that way.
Title: Re: Victoria 3
Post by: Zanza on November 06, 2022, 03:28:36 AM
My mid 1840s absolute monarchy in Prussia just passed Multiculturalism. Somehow the leader of the Junkers (where did Bismarck go?  :hmm: ) was a reformer and in favor. It's a stretch to call Germany 180 years later a multicultural country, but Prussia in the 1840s should have no way to pass this.
Title: Re: Victoria 3
Post by: Syt on November 06, 2022, 06:24:09 AM
I think a problem here is that the game treats discrimination in a very simplified way, i.e. only looking at discrimination done by the state, basically. So "multiculturalism" (which, in its modern meaning is a bit misleading in the game IMHO), basically should mean, "no discrimination by the state."

What's not covered, really, is discrimination between POPs. Now, I'm not sure how best to model in game that if you have non-discriminatory laws your German shopkeepers might still discriminate against e.g. Jewish clerks. Laws could then be expanded to not just go non-discrimination (current "multiculturalism") but also "ban all racial discrimination", "ban all religious discrimination" etc. This will lead to less discrimination but will lead to more radicalism from the ones who want to do the discriminating.


Secondly, it needs to be harder to enact laws that a) are disliked by a large chunk of the ones who hold political power, b) are only liked by a small percentage, c) don't have significant support from the current government (which should have high legitimacy). It should still be possible, but it should lead to harsher consequences to go against the majority. It should require you to shore up more support, reform the government, weaken IGs who are against the change, lead to more radicalism/revolts, etc.

That said, in my France game, I had to abandon attempts to change voting laws (despite a whopping 25% support :P ) a few times because IGs were going into revolt. I had been pissing off the landholder class for a while at that point, though.
Title: Re: Victoria 3
Post by: The Brain on November 06, 2022, 06:30:35 AM
Are there soldier pops?
Title: Re: Victoria 3
Post by: Josephus on November 06, 2022, 06:36:23 AM
My first game, Two Sicilies, was going fine...trying to stay out of wars. But I wasn't paying attention to the revolution ticker and lo and behold a civil war broke out. Got into a bit of a mess so I stopped that and am going to try something more placid, New South Wales.
Still not sure how a few thousand angry petite bourgoisies managed to make several states secede, and get allies, but whatever. Was expecting something more in line of a good old fashioned EU rebellion.
Title: Re: Victoria 3
Post by: Tamas on November 06, 2022, 06:49:02 AM
Quote from: The Brain on November 06, 2022, 06:30:35 AMAre there soldier pops?

yes
Title: Re: Victoria 3
Post by: The Brain on November 06, 2022, 07:02:44 AM
Quote from: Tamas on November 06, 2022, 06:49:02 AM
Quote from: The Brain on November 06, 2022, 06:30:35 AMAre there soldier pops?

yes

Do they lack voting rights in places like Third Republic France (where applicable)?
Title: Re: Victoria 3
Post by: Tamas on November 06, 2022, 07:06:57 AM
Quote from: Syt on November 06, 2022, 06:24:09 AMI think a problem here is that the game treats discrimination in a very simplified way, i.e. only looking at discrimination done by the state, basically. So "multiculturalism" (which, in its modern meaning is a bit misleading in the game IMHO), basically should mean, "no discrimination by the state."

What's not covered, really, is discrimination between POPs. Now, I'm not sure how best to model in game that if you have non-discriminatory laws your German shopkeepers might still discriminate against e.g. Jewish clerks. Laws could then be expanded to not just go non-discrimination (current "multiculturalism") but also "ban all racial discrimination", "ban all religious discrimination" etc. This will lead to less discrimination but will lead to more radicalism from the ones who want to do the discriminating.


Yep, luckily they are testing changes where the more progressive citizenship laws make primary cultures more unhappy.


I am trying a set of modifications for myself such as:

EDIT: I have also added claims of Italy on the Austrian provinces in Italy but it doesn't seem to have any effect on the AI. Quite possibly because Two Sicilies are chums with Austria and Piedmont is so bloody weak that its always Sicilies uniting Italy.

EDIT #2: and I forgot that I increased research costs across the board by 1/3rd :D
Title: Re: Victoria 3
Post by: Tamas on November 06, 2022, 07:08:58 AM
Quote from: The Brain on November 06, 2022, 07:02:44 AM
Quote from: Tamas on November 06, 2022, 06:49:02 AM
Quote from: The Brain on November 06, 2022, 06:30:35 AMAre there soldier pops?

yes

Do they lack voting rights in places like Third Republic France (where applicable)?

The game doesn't have "specific pop occupations cannot vote in specific countries" kind of things. There are country-wide voting laws of none, land-based, wealth-based, census-based, and universal suffrage. Plus there is the additional layer of whether women can vote or not.

So in your case, it depends. If you have wealth or census restrictions then likely they cannot vote, but that's independent of what weird setup France had historically.
Title: Re: Victoria 3
Post by: The Brain on November 06, 2022, 07:12:49 AM
Quote from: Tamas on November 06, 2022, 07:08:58 AM
Quote from: The Brain on November 06, 2022, 07:02:44 AM
Quote from: Tamas on November 06, 2022, 06:49:02 AM
Quote from: The Brain on November 06, 2022, 06:30:35 AMAre there soldier pops?

yes

Do they lack voting rights in places like Third Republic France (where applicable)?

The game doesn't have "specific pop occupations cannot vote in specific countries" kind of things. There are country-wide voting laws of none, land-based, wealth-based, census-based, and universal suffrage. Plus there is the additional layer of whether women can vote or not.

So in your case, it depends. If you have wealth or census restrictions then likely they cannot vote, but that's independent of what weird setup France had historically.

Thanks. :)
Title: Re: Victoria 3
Post by: crazy canuck on November 06, 2022, 09:40:03 AM
The other thing is that voting rights are not the only kind of political power in the game. There is a game mechanism called clout which is exercised by the interest groups in the game.  It changes over time depending on the decisions you make and the laws you enact.

It is possible, especially if you go the traditionalist authoritarian route, to have an army faction that has a lot of clout.
Title: Re: Victoria 3
Post by: Tamas on November 06, 2022, 10:12:17 AM
Quote from: crazy canuck on November 06, 2022, 09:40:03 AMThe other thing is that voting rights are not the only kind of political power in the game. There is a game mechanism called clout which is exercised by the interest groups in the game.  It changes over time depending on the decisions you make and the laws you enact.

It is possible, especially if you go the traditionalist authoritarian route, to have an army faction that has a lot of clout.

Good point. Voting rights and results matter, but that's because their effect on Clout. It's Clout that you are supposed to (and have to) worry about and manipulate. Voting rights is just one of the tools for that.
Title: Re: Victoria 3
Post by: Tamas on November 06, 2022, 11:22:19 AM
Quote from: Tamas on November 06, 2022, 07:06:57 AMYep, luckily they are testing changes where the more progressive citizenship laws make primary cultures more unhappy.


I am trying a set of modifications for myself such as:
  • Multiculturalism linked to a non-researchable tech I added, and made the USA start with it - multiculturalism just feels way off in this time period, but flat-out deleting it would mess with a bunch of references to it elsewhere, plus I wanted to leave it available for the US, not that it makes much more sense there.
  • locked racial and cultural segregation behind the pan-nationalism tech, mainly to slow down their enactment across the world a bit
  • increased minimum assimilation numbers both for culture and religion to try help with late game performance - it's not really helping, but according to the devs the issue isn't with tiny mini-pops after all, but with myriad of dependent pops created in the background and then withering to zero eventually. Hopefully the fix will be out soon.
  • increased AI weight on resources their buildings need and are not being produced - I MIGHT be seeing that improve the Opium situation, although not dramatically. Will see what happens when I get to oil being needed
  • I have tweaked peace-preference scores for the AI, slightly increasing white peace willingness and weight of devastation and turmoil, and significantly reducing the positive effect of gold reserves (they are still one of the key numbers but not outweighing much everything else)
  • Made violate sovereignty more readily available (unavailable only on best -warm- relations), doesn't seem to make the AI any more ready to use it, unfortunately
  • Treaty port diplomatic play can only be launched by recognized countries against uncreognized ones. Sadly the wargoal is still freely available as a secondary wargoal as I haven't been able to find where to remove that
  • French treaty port at Pondycherry removed altogether and handed to the EIC - I read that the free access to the British market greatly contributes to the French juggernaut - well, by the late 1880s they are still massively ahead in GDP of everyone but China, but in overall score they are in competition with UK so that's an improvement I guess

EDIT: I have also added claims of Italy on the Austrian provinces in Italy but it doesn't seem to have any effect on the AI. Quite possibly because Two Sicilies are chums with Austria and Piedmont is so bloody weak that its always Sicilies uniting Italy.

EDIT #2: and I forgot that I increased research costs across the board by 1/3rd :D


This is how the leaderboard and the world looks like with those changes in 1902:

(https://i.postimg.cc/nVGxT65q/Capture.jpg)
Title: Re: Victoria 3
Post by: Syt on November 06, 2022, 12:24:00 PM
One thing I hope they sort out is the global production of certain goods.

Some products (usually furniture, glass, clothing and similar) are almost always high priced. And if you expand your production capabilities for those it usually doesn't move the needle on the price, because there's a good chance that the extra production goes into exports.

Example: I have 10.5k sell orders and 14.9k buy orders for glass.

The sell orders are 6.21k import and 4.37k local propduction (I've recently expanded production again).

The buy orders are pop needs (5.62), urban centers (2.99), construction Sector (1.47), food industries (0.526). And I export 4.37k.

Yes, I have a shortfall of about 4.4k, which is incidentally exactly what I produce, which is exactly how much I export ... (not to mention the trade is circular between me and three other countries ... ).

In clothes, I'm missing 5k for my buy orders, but I'm exporting 7k. Steel I'm 5k short while exporting 4k. Opium I'm 2k short and export 3.5k (and it's the main reason I can't upgrade my first aid PM for my army ... ). Etc.

I'm on protectionism, and I'm having extra tariffs on these products to protect local supply.

Now, the solution at the moment is to embargo the big buyers of such products. The better solution is that they start building their own industries. :P 

Still, it would be nice if it was easier to better protect strategic goods. E.g. allow me to purchase a stockpile of strategic goods at market price before they go to export (and maybe let me re-sell it to my people at subsidized prices) under certain laws (maybe also incur an authority or influence or bureaucracy cost per good/amount so you can't do it for all goods).

P.S.: I like that there can be situations where your local producers find it more profitable to export their products rather than selling them locally, but it seems to happen all the time at the moment. :P
Title: Re: Victoria 3
Post by: Tamas on November 06, 2022, 01:55:23 PM
Yeah, I have been supplying the industrialisation of Russia, mainly with Tools.  :D I am sure my factory workers and owners are making bank but yes at least in part this must be due to the AI not building enough factories. Italy was also syphoning up a lot of my iron production until I embargoed them.

That AI mod I mentioned is supposed to be pretty good with the economy (it's dynamic though, just a scripted build order so I am sceptical about it) but it's killing game speed so I'll wait for the performance fix patch before running proper games with it.
Title: Re: Victoria 3
Post by: The Minsky Moment on November 06, 2022, 02:06:58 PM
Quote from: Syt on November 06, 2022, 12:24:00 PMOne thing I hope they sort out is the global production of certain goods.

Some products (usually furniture, glass, clothing and similar) are almost always high priced. And if you expand your production capabilities for those it usually doesn't move the needle on the price, because there's a good chance that the extra production goes into exports.

Playing as isolationist Japan I'm noticing the same issue for clothing and furniture. So its not just a trade issue.  Probably due to the fact that these are consumer goods whose demand is very responsive to income and wealth growth.  You can build more production but if you are growing GDP it is constantly walking up the down escalator.
Title: Re: Victoria 3
Post by: Syt on November 06, 2022, 02:13:25 PM
Another issue tied into it is that a lot of base good production initially comes from subsistence farfms who also produce furniture, clothing etc. So when you convert them to factory workers you remove some production to replace it with other production, plus your factory workers will now have more demand for things, because they have more money. Still, I'm not sure if that's contributing much to the issue.
Title: Re: Victoria 3
Post by: Syt on November 06, 2022, 04:30:33 PM
Quote from: Tamas on November 06, 2022, 01:55:23 PMYeah, I have been supplying the industrialisation of Russia, mainly with Tools.  :D I am sure my factory workers and owners are making bank but yes at least in part this must be due to the AI not building enough factories. Italy was also syphoning up a lot of my iron production until I embargoed them.

That AI mod I mentioned is supposed to be pretty good with the economy (it's dynamic though, just a scripted build order so I am sceptical about it) but it's killing game speed so I'll wait for the performance fix patch before running proper games with it.

From what I see on the Paradox forums, the mod seems to help big powers, but since it's railroading the AI into always choosing the best production methods, regardless of whether or not they can afford them, it seems to screw over small countries the world over, with their local populations collapsing and migrating elsewhere.

See the thread here: https://forum.paradoxplaza.com/forum/threads/im-using-anbeelds-revision-of-ai-mod-it-greatly-improves-the-economical-ai.1555414/
Title: Re: Victoria 3
Post by: Tamas on November 06, 2022, 04:40:40 PM
Quote from: Syt on November 06, 2022, 04:30:33 PM
Quote from: Tamas on November 06, 2022, 01:55:23 PMYeah, I have been supplying the industrialisation of Russia, mainly with Tools.  :D I am sure my factory workers and owners are making bank but yes at least in part this must be due to the AI not building enough factories. Italy was also syphoning up a lot of my iron production until I embargoed them.

That AI mod I mentioned is supposed to be pretty good with the economy (it's dynamic though, just a scripted build order so I am sceptical about it) but it's killing game speed so I'll wait for the performance fix patch before running proper games with it.

From what I see on the Paradox forums, the mod seems to help big powers, but since it's railroading the AI into always choosing the best production methods, regardless of whether or not they can afford them, it seems to screw over small countries the world over, with their local populations collapsing and migrating elsewhere.

See the thread here: https://forum.paradoxplaza.com/forum/threads/im-using-anbeelds-revision-of-ai-mod-it-greatly-improves-the-economical-ai.1555414/

Interesting. Also regarding best production methods - I was noticing with Austria that perhaps I don't always want to do that? Especially when I have a massive population and I am still trying to raise people out of subsistence farming, why would I want to destroy low-skill jobs with more automatisation?

So yeah thanks for the heads-up, going to pass on this mod then.
Title: Re: Victoria 3
Post by: Tamas on November 06, 2022, 04:48:22 PM
Not to jump to conclusions but I think my increasing of min. pop numbers allowed to migrate and assimilate may have improved performance. First time I am reaching 1920s and I am still as fast at speed 5 than 1907-ish with vanilla.

I have raised MIGRATION_MIN_POP_AMOUNT to 300, MIN_ASSIMILATION and MIN_CONVERSION to 100 each in the defines file.

EDIT: I have measured, doing a month in 22 seconds, in my last vanilla measurement as Sweden in 1907 it was 23 seconds :D
Title: Re: Victoria 3
Post by: Syt on November 06, 2022, 05:17:54 PM
Quote from: Tamas on November 06, 2022, 04:40:40 PMInteresting. Also regarding best production methods - I was noticing with Austria that perhaps I don't always want to do that? Especially when I have a massive population and I am still trying to raise people out of subsistence farming, why would I want to destroy low-skill jobs with more automatisation?

Indeed. In the early game you'll mostly be balancing how many people you make unemployed when you switch production. But. Switching over often means more need for other resources - e.g. coal, which is where the unemployed may find new jobs, if it's in the same state. And in some very developed states you may find you've run out of bodies to put into jobs, eventually.

And later, when you get to electricity, telephones, radios and anything needing oil it becomes a delicate balancing act. Can I switch my administration over to telephones? All of them? Some? Same with any military units needing radios, from infantry squads to dreadnoughts and battleships. Not to mention all kinds of production methods that require electricity.
Title: Re: Victoria 3
Post by: Syt on November 06, 2022, 05:20:02 PM
Quote from: Tamas on November 06, 2022, 04:48:22 PMNot to jump to conclusions but I think my increasing of min. pop numbers allowed to migrate and assimilate may have improved performance. First time I am reaching 1920s and I am still as fast at speed 5 than 1907-ish with vanilla.

I have raised MIGRATION_MIN_POP_AMOUNT to 300, MIN_ASSIMILATION and MIN_CONVERSION to 100 each in the defines file.

EDIT: I have measured, doing a month in 22 seconds, in my last vanilla measurement as Sweden in 1907 it was 23 seconds :D

My France game chugs the worst of all games I've played so far. My Austria-Hungary and Argentina games which ran till 1936 ran quite well, even towards the end.

With France, and a large colonial empire in Africa, it's now taking me 15-20 seconds to get through a week in 1890s.  :ph34r:

That's on an i9-10900 with 32 GB RAM and an RTX 3080.
Title: Re: Victoria 3
Post by: Syt on November 07, 2022, 03:36:59 AM
Btw, I think native uprisings are still OP for the player. A victory should give a few provinces, maybe, not the entire country. Have all fighting limited to the original frontline (otherwise it looks like you take the whole country and then are pushed back to original lines).
Title: Re: Victoria 3
Post by: The Minsky Moment on November 07, 2022, 11:37:44 AM
Quote from: Tamas on November 06, 2022, 04:40:40 PMInteresting. Also regarding best production methods - I was noticing with Austria that perhaps I don't always want to do that? Especially when I have a massive population and I am still trying to raise people out of subsistence farming, why would I want to destroy low-skill jobs with more automatisation?

International competitiveness.  If you are going to lag in PMs better keep those tariffs up.
Title: Re: Victoria 3
Post by: crazy canuck on November 07, 2022, 11:45:47 AM
Quote from: The Minsky Moment on November 07, 2022, 11:37:44 AM
Quote from: Tamas on November 06, 2022, 04:40:40 PMInteresting. Also regarding best production methods - I was noticing with Austria that perhaps I don't always want to do that? Especially when I have a massive population and I am still trying to raise people out of subsistence farming, why would I want to destroy low-skill jobs with more automatisation?

International competitiveness.  If you are going to lag in PMs better keep those tariffs up.

Yes, plus with increased productivity of general goods, you can specialize production in some of the buildings without creating a supply strain for the general goods.

Tamas, think about making the changes to buildings on the state level, and implement them slowly if you are concerned about the impact of a complete change.  In that menu you could also select the specialization for the buildings you have upgraded.

Or, if playing a nation like France, you can upgrade everything easily so you can just do a general upgrade from the buildings tab for the nation, and then go to the state level to specialize as you like.
Title: Re: Victoria 3
Post by: Syt on November 07, 2022, 03:44:50 PM
So in 1901 every week takes about 1 minute to process (with multiple diplo plays going on, plus wars, plus migration, plus elections ...). :bleeding:

I hope they have a fix for that sooner rather than later, because this is quite unplayable - I can't spend ca. 1 hour per in game year (so 34+) to finish this campaign. :P
Title: Re: Victoria 3
Post by: Syt on November 07, 2022, 04:10:20 PM
From reddit:

QuotePDXMikael
·
3 days ago
🔨 Lead Designer
This is being addressed! I mentioned here that we had a branch in testing that addresses the proliferation of pops by mid- to late-game, and since we've now been able to confirm that it doesn't have any unfortunate emergent issues on global demographics or game economy, we should be able to roll it out to you soon, release engineers / tech gods willing.

The biggest issue turned out to be the progressive creation of pops that consisted only of dependents, which would simply languish in each state's unemployment pool since no buildings wanted to hire them due to their lack of workforce. As a result they weren't permitted to move around and merge with other pops, so they'd just sit there until they succumbed to starvation.
Title: Re: Victoria 3
Post by: Tamas on November 07, 2022, 04:27:05 PM
Yeah I am kind of hoping they release that fix this week,so after 70 hours I might play something else for a few days. :D
Title: Re: Victoria 3
Post by: Syt on November 08, 2022, 02:03:54 AM
The game sure has issues, but I have to say it's been a while since I've been pulled into a grand strategy game like this at launch.

There's lots of room for improvement, but big fixes I'd like to see to be implemented soon are:
- fixing circular trades
- fixing late game lag
- making political management harder (though my France game gave me a headache because some IGs were very diametrically opposed - enact any law and will piss off half while making the other half happy; further complicated by group leaders making some IGs act against their "normal" instincts)
- making the AI better at developing their tech, economy and resource extraction
- making the AI more proactive on standard settings (after helping Bavaria against their war against Germany in the 1840s nothing else happened in Germany for the rest of the game - no diplo plays, no one trying to unify, no nothing - countries just sat there, doing their thing)
- making the AI smarter about when to get involved in diplo plays and when not

Mid-term fixes I'd like to see:
- more data transparency and visibility
- making sure that historical outcomes happen a bit more often (American Civil War, German & Italian unifications, a mechanic for ramping up chance of Great Wars later in game)
- slowing down the scramble for colonies and making colony grabbing more reasonable and rooted in national policies (US should be reluctant to take any colonies until their political landscape changes or dixie landowners take over; even then it should look more realistic - US taking colonies/puppets in the Americas first, before taking chunks of Africa)
- more interactive wars (setting strategic targets, strategy/tactics offering more options with more advanced armies, maybe requiring you to "test" new technologies before they actually give you a major edge - they have journal entries that try something like that but it could be expanded)
- more complexity to wars instead of all or nothing struggles (colonial conflicts vs. territorial wars between great powers), a mechanic to escalate wars (i.e. pulling the US into WW1).

Long term (DLCs?)
- more industries/economic; e.g. add museums and artists/archaeology, opera houses and prestigious composers, painters, writers, movie makers .... (that's more a personal wish, which is probably of interest for few people :P However, having "national literature", "national museums", etc. were important for national identity for some countries of the era); tied into this - more "great people" outside of the interest groups, maybe - inventors, business leaders ...
- based on that - make IGs more complex; instead of just the leaders, have 2 "influential  people" behind them that are jockeying for leadership and try to pull the IGs in different directions and affecting them to a larger or smaller degree to model the infighting some of those groups saw and making them less monolithic
- more national flavor and events
- foreign investment and informal empire building
- MOAR of everything :P
Title: Re: Victoria 3
Post by: Maladict on November 08, 2022, 08:51:37 AM
Quote from: Tamas on November 07, 2022, 04:27:05 PMYeah I am kind of hoping they release that fix this week,so after 70 hours I might play something else for a few days. :D

70 hours after two weeks?  :wacko:
Title: Re: Victoria 3
Post by: Syt on November 08, 2022, 09:25:36 AM
I have 120 or 130, but I also have had it open while doing other stuff/surfing etc.  :blush:
Title: Re: Victoria 3
Post by: Zanza on November 08, 2022, 11:07:59 AM
So far I really enjoy the game. I hope it becomes as successful as their other games and gets new content for several years.
Title: Re: Victoria 3
Post by: Sheilbh on November 08, 2022, 12:59:19 PM
Yes to all of Syt's suggestions. I'd also like them to look at 1848 as a separate mechanic - at the minute I think the revolution mechanic is a little too abstract/connected to laws. Maybe along the lines of the reformation in EUIV?

Possibly - especially for Germany and Italy have "unification" as a thing for interest groups, simlarly with modernisation/traditionalism in, say Japan or China, in ways that go beyond their views on laws?

I really like the national museum etc idea - maybe tie to expeditions at the minute/make it linked to either art academies or colonialism.
Title: Re: Victoria 3
Post by: Barrister on November 08, 2022, 01:04:39 PM
Is there a mechanism to simulate the spreading of revolutions or at least revolutionary ideas across borders, even into countries with very different laws and systems?

That's what we saw in 1848, but also 1989, 2011 (arab spring) off the top of my head.
Title: Re: Victoria 3
Post by: Tamas on November 08, 2022, 01:12:48 PM
Quote from: Maladict on November 08, 2022, 08:51:37 AM
Quote from: Tamas on November 07, 2022, 04:27:05 PMYeah I am kind of hoping they release that fix this week,so after 70 hours I might play something else for a few days. :D

70 hours after two weeks?  :wacko:

Like Syt I have accumulated a few hours of leaving it open but yes :P
Title: Re: Victoria 3
Post by: Tamas on November 08, 2022, 01:14:05 PM
Quote from: Sheilbh on November 08, 2022, 12:59:19 PMYes to all of Syt's suggestions. I'd also like them to look at 1848 as a separate mechanic - at the minute I think the revolution mechanic is a little too abstract/connected to laws. Maybe along the lines of the reformation in EUIV?

Possibly - especially for Germany and Italy have "unification" as a thing for interest groups, simlarly with modernisation/traditionalism in, say Japan or China, in ways that go beyond their views on laws?

I really like the national museum etc idea - maybe tie to expeditions at the minute/make it linked to either art academies or colonialism.

They are trying to do it dynamically but its linked to a country (German one at that, I think) becoming a republic which is a longshot to begin with, and then what it does it makes random IG leaders radical. Which CAN become a big deal but also can be meh.
Title: Re: Victoria 3
Post by: Syt on November 08, 2022, 02:04:45 PM
Quote from: Barrister on November 08, 2022, 01:04:39 PMIs there a mechanism to simulate the spreading of revolutions or at least revolutionary ideas across borders, even into countries with very different laws and systems?

That's what we saw in 1848, but also 1989, 2011 (arab spring) off the top of my head.

When I was devolving Britain into an agrarian state I got hit by the revolts, and it gives you events to "export" the ideas to other countries, yes.
Title: Re: Victoria 3
Post by: Syt on November 08, 2022, 02:12:09 PM
Btw, on notifications for stuff - in the folder common\notification types you have two files that define whether an event goes into the feed (and for how many days), if it gets a proper popup or if it gets a "toast" (think "Welsh are migrating to Kansas" etc.). Editing that will pop up messages you don't want to miss. E.g. IG leaders dying, diplomatic plays starting etc. It also lets you push notices to the feed (again, migration target notices :P ) that currently pop up.

I'm switching to "toast" the ones I don't want to miss. Ideally you'd use proper popups, but there's a good chance you'd have to define them first in the relevant .gui file, and I feel lazy. :P

I hope they move the stuff from the file into the game settings to be changed by users, and add an auto-pause option. There's also the interface\messagetypes.txt, but it seems more opaque and may be a leftover from previous versions (it refers to CRISIS and INVESTED_IN_US which seems more Vic2 than Vic3)? :unsure:
Title: Re: Victoria 3
Post by: Syt on November 08, 2022, 03:12:13 PM
Heh. :nerd:

(https://pbs.twimg.com/media/FhEStXfUoAABWT8?format=jpg&name=large)

(https://pbs.twimg.com/media/FhETvlgX0AE7kNQ?format=png&name=900x900)

(https://pbs.twimg.com/media/FhEUKCZWAAECiZ0?format=jpg&name=large)
Title: Re: Victoria 3
Post by: Syt on November 11, 2022, 01:28:46 AM
New dev diary, outlining part 1 of the first "big" patch. OPB once again does a great summary, and I tend to agree with his points on the legitimacy changes and the pop panel changes:


@Tamas, the AI economy mod has been updated. I let it run in observer mode yesterday till 1901 or so. Small countries seem to be doing better on that after he adjusted some tweaks, though some still seem to have collapsing populations (e.g. Norway's population drops to 25% of starting point, mostly moving to Sweden).

I'm working from home and will run some observer games on my second screen with some additional mods - there's one that makes AI more willing to accept white peace (without just having them peace out at 0 war support like some other mod), and also two mods re: pop fracturing - one that increases the minimum size of pops being split off for migration etc. The other putting immigrant pops into diasporas based on culture groups - e.g. instead of having Poles, Croats, Russians, Ukrainians etc. be their own groups in the new country they will become West Slavic or East Slavic diaspora (and can assimilate from there - if they return to their "old" country they will remain diaspora, though, but can re-assimilate into the old culture). He's put safeguards in place that South Germans moving to North Germany shouldn't become "German diaspora" but he points out that it's not possible yet for him to do similar for POPs moving into a neighboring province (from their homeland) of a different culture group.

Hotfix 1.0.6 is planned for next week, though the DD doesn't state what's in it (I'm guessing the migration/lag fix, at least?).
Title: Re: Victoria 3
Post by: Tamas on November 11, 2022, 07:51:00 AM
Thanks Syt, I might check the AI mod out now.

Making white peace look better definitely helps in my experience, although whats probably even more important is drastically reducing the impact of gold reserves on AI decision.

Increasing min. number of pops migrating and assimilating is also something I have tried and as I mentioned I think it might have delayed the onset of really terrible lag to the early 1920s
Title: Re: Victoria 3
Post by: garbon on November 11, 2022, 03:52:15 PM
I conquered a northern Italian state and learned I had acquired 28 Polish pops. Then I got a notice that there was a great Polish migration to Tasmania. :huh:
Title: Re: Victoria 3
Post by: Syt on November 12, 2022, 01:37:32 AM
Quote from: garbon on November 11, 2022, 03:52:15 PMI conquered a northern Italian state and learned I had acquired 28 Polish pops. Then I got a notice that there was a great Polish migration to Tasmania. :huh:

I had a notification in vanilla telling me that North Germans were migrating to Elbe and surrounding states. That's akin to telling me Yankees are migrating to New York.
Title: Re: Victoria 3
Post by: Syt on November 12, 2022, 01:52:33 AM
Quote from: Tamas on November 11, 2022, 07:51:00 AMThanks Syt, I might check the AI mod out now.

Making white peace look better definitely helps in my experience, although whats probably even more important is drastically reducing the impact of gold reserves on AI decision.

Increasing min. number of pops migrating and assimilating is also something I have tried and as I mentioned I think it might have delayed the onset of really terrible lag to the early 1920s


I'm not sure it's quite there yet. I've let three hands off games run into the 1900s yesterday. Some observations:
- France is always #1 in GDP by a huge margin (and that is with a mod that removes treaty port status for Pondycherry). I think they need journal entries to cover their demographic troubles at the start of the era.
- China seems OP. Their GDP was consistantly in #3 spot. In one game they even intervened in a war in Europe, with Chinese armies fighting the Prussians in Moravia (they were still unrecognized).
- AI is building oil rigs :w00t:
- Some small economies just collapse. Some sooner, some later, and not always the same, except Argentina. I saw Argentina's GDP collapse to something like 30k in three games by the 1860s or 1870s and having no buildings. Their population also fell off a cliff a few times - going down to 100k or less. Not sure what's causing this - they weren't in wars, they were in a small customs union - no clue. Other nations (esp. those in customs unions with powerful countries) see a slower drain of population.
- By the 1880s the world map is still covered in turmoil (only the richest nations might only have half their territory covered after revolutions - I've seen GB turn Commie 2 out of 3 times, Spain once, Austria becoming a Republic - and Russia never :D ) as the AI seems incapable of handling it
- Germany didn't unify in any of the games

This mod to help AI make peace worked quite well for me, btw: https://steamcommunity.com/sharedfiles/filedetails/?id=2886364566

However, it seems when you have insurrections in small countries, it might end up peacing them out and leaving two states of same name afterwards. E.g. I saw two mini-Oranje (who had the same flag and were allied to one another :lol: ), and some others in North Africa and India.
Title: Re: Victoria 3
Post by: Zanza on November 13, 2022, 11:59:53 AM
I formed Germany now in the early 1850s. I had humiliated Austria before and had the German leadership warhoal. So the unification war was against Württemberg, who had UK and Austria intervening on their side. I had Russia. My military easily conquered Württemberg, I became Germany. That left me with a war with UK and Austria,but they accepted white peace.  Not particularly hard, can probably be done in the 1840s or so.
Title: Re: Victoria 3
Post by: Syt on November 13, 2022, 04:54:14 PM
Quote from: Syt on November 12, 2022, 01:52:33 AMThis mod to help AI make peace worked quite well for me, btw: https://steamcommunity.com/sharedfiles/filedetails/?id=2886364566

It seems to have a few issues. I was fighting in South America, and the US was on my enemies' side. I had added reparations as war goal against the US. They never sent any troops, but I guess their war support still went down (possibly attrition at the home front), because at some point they suddenly capitulated, giving me free war reps.  :wacko:
Title: Re: Victoria 3
Post by: Valmy on November 13, 2022, 09:13:37 PM
Quote from: Zanza on November 13, 2022, 11:59:53 AMI formed Germany now in the early 1850s. I had humiliated Austria before and had the German leadership warhoal. So the unification war was against Württemberg, who had UK and Austria intervening on their side. I had Russia. My military easily conquered Württemberg, I became Germany. That left me with a war with UK and Austria,but they accepted white peace.  Not particularly hard, can probably be done in the 1840s or so.

Yeah my son was doing stuff like triggering a war against both Russia and Austria and easily beating both and forming Germany. Prussia might be overpowered...or maybe the AI just sucks.

Have you formed Germany as Austria? If you can steamroll everybody with the Radetsky then it probably isn't a problem with just Prussia.
Title: Re: Victoria 3
Post by: Syt on November 14, 2022, 02:24:23 AM
Been playing Spain in a modded game, with the goal to re-take South America. I also picked up Egypt, because I was looking for sources of opium, and noticed that Egypt was only friendly with Darfur, and that no power had declared interest in their region.

[insert it's free real estate img]

Overall, playing with gameplay mods has been a bit of a mixed bag.

- Anbeeld's AI mod helps the AI develop their economies better, on the whole. However, it doesn't fix underlying issues (e.g. circle trade), and it leads to some situation where smaller countries end up with crashed economies and losing 75% of their population in a few years. It's not super noticeable unless you pay attention to those countries, but it feels "wrong." I also feel it overpowers Qing at the moment.

- Diaspora cultures. An attempt to deal with late game lag. Immigrants are grouped into diasporas. So instead of Swedish, Norwegian, Danish pops in the US you would get "Scandinavian Diaspora". I think it's a good idea, but it also loses IMHO some flavor by lumping them all in together. And it can lead to some weird scenarios where e.g. Westphalia has "Benelux Diaspora" pops. (I was previously trying a mod that set a higher minimum size for migrant POPs, but I felt it cut down migration a lot; plus it seemed to assimilate POPs too quickly to local culture?

- No starting treaty ports. What it says on the tin. Removes treaty port status from places like Pondycherry and Nova Goa. Still lets powers take treaty ports in major powers (e.g. Austria in Prussia) and France is still going to dominate economically. (Besides its demographic capacity I think it's also because the British Empire, by comparison, is much more decentralized with its puppets/dominions - which I think is a good way of handling them, just that France's troubles at the start of the period should be better simulated.)

- Better Interest Group Attraction. Adds more modifiers to how POPs choose IGs to join. I can't say much about it yet, but it sure made my Spain game more challenging as I found it hard to e.g. lower church influence despite enacting "the right laws". In vanilla, you have certain routes you can take to reduce power of IGs. Change from Local Police to Dedicated Police to curb Landowners, switch administration laws, etc. The mod adds more modifiers, based on where they are employed, their education (e.g. uneducated rural POPs will have a stronger drive towards religious IG, but education reduces that more strongly; having many rivals and strong arms industry will up military IG clout, etc. - check their page; the details are in their changelog: https://steamcommunity.com/sharedfiles/filedetails/?id=2881590888

- Know When to Fold'Em. A mod aiming to make pecae making of the AI more reasonable, and esp. let them White Peace more easily. Pro: no more stuck wars. Con: I feel it may make it a bit too easy for the player. I've been in wars with small counrtries where major powers joined the enemy, didn't send armies to fight but still capitulated and gave me my war goals against them. It's possible they had attrition losses at home, or they were in debt, but it felt wrong to be fighting in Bolivia against Bolivians and Brazilians, and suddenly the US capitulates for no clear reason and pays me war reparations. Also, white peace seems a bit too easy to get from remaining enemies once a few enemies have dropped out.

- American Flavor Fixes. One of two mods aiming to make the US expansion/timeline more likely to go historical (Mexican War, Oregon, Alaska etc.). It's using some railroading, but it seems to struggle once a link in the chain breaks. In my game, the US never managed to take out Mexico, and then kinda sat there. It joined wars in its interest zones and colonized a bit in Africa, but they didn't seem to take the initiative once they ran out of steam.

- Age Mod. Changes checks when characters die. Basically starts checking for natural deaths at age 45 instead of 60, and lowers age cap to 90 instead of 100.

- Stay in your lane. Haven't tried it yet, but it locks overseas colonization for e.g. US and Russia behind Civilizing mission, with the aim to keep them out of Africa (or, in the case of the US, out of Canada) until later in the game.

UI and gfx mods have been overall a better experience, and I would recommend the below that I tried.

- Practical Heat Maps. Changes the shader range, so that you get better visuals on heat map map modes.

- Diverse European Architecture. Mixes up the building styles for your cities (so you don't have only green copper roof buildings).

- Grand Country Colours. Changes the colours of countries on the map. Makes Ottomans red, and has more distinctive shades of blue for France and US. Minor change, but IMO looks a lot better.

- No Clouds. Removes the clouds from the zoomed in map.

- Unemployment and Peasant Data + IG Approval in Outliner. Adds unemployed and peasant numbers to the states list in the outliner, plus IG approval. Esp. the IG Approval is so good to see without having to mouse-over.

- Construction Queue with States. Shows for each building in your queue where it's being built.

- Dense Market Details. Condenses the data of the market details into a more compact list.

- Dense Trade Routes Tab. Same, but for trade routes.

- Remove Overlord Border on Flag. In vanilla, when an overlord's flag is added in the corner of a subject's flag, it has a golden border. This mod removes the border.

- Trade Goods Slider fix. When using the trade lense, instead of having to scroll vertically through the goods list at the bottom of the screen, you scroll horizontally. Feels more comfortable to me, and uses a bit less screen space.

- Improved Building Grid. Updates the building grid view in state panel to add auto-expand/subsidize toggles, weekly balance, employee capacity bar and infra/taxation capacities.

- Improved Building List (GUI). When building from the construction menu, it adds unemployment and free infrastructure to the list of states. It also adds number of queued buildings total and for the currently selected building type.

- No Fog of War. Removes the dark shading on provinces that you don't own when you zoom in. Just looks prettier IMO. :)

- Deal or no deal - Diplomatic UI expanded. When selecting a diplomatic option from the diplo menu, it will add whether or not a country will accept to the list of countries (though unfortunately not the score).

- Complete Pop list. In the states screen that lists your pops - shows all pops instead of just top 3.

- Prussian Blue. Switches the red Victoria menues to a pleasing blue. :)

- More Spreadsheets. Adds a menu item that attempts to be a ledger. But due to how some data is currently available in game a lot of it is not sortable. It's better than nothing, but also not that great (yet).
Title: Re: Victoria 3
Post by: Syt on November 14, 2022, 02:51:07 AM
Quote from: Syt on November 14, 2022, 02:24:23 AM- Stay in your lane. Haven't tried it yet, but it locks overseas colonization for e.g. US and Russia behind Civilizing mission, with the aim to keep them out of Africa (or, in the case of the US, out of Canada) until later in the game.

Running a quick hands off game - Russia is staying out of Sakhalin/Hokkaido. :w00t:

Instead, GB colonized them within 10 years. :lol:
Title: Re: Victoria 3
Post by: Syt on November 14, 2022, 04:14:10 AM
Patch notes:

https://forum.paradoxplaza.com/forum/threads/patch-notes-for-1-0-6.1557300/

QuoteBalance
- Reduced the number of monthly radicals from political movements to enact and restore


Performance
- Reduced the number of pops in the mid- to late-game by merging very small pops back into the general population
- Reduced the number of pops in the mid- to late-game by forcing unemployed pops to switch profession when sufficiently poor
- Improved performance of updating trends for political movements
- Improved performance of enumerating Liberation war goals


AI
- Increased AI tendency to stick by its allies and subjects in conflicts
- Fixed AI acceptance for 'powerful protectors' factor to appear in virtually any alliance/customs union
- Fixed AI confidence and peace desire from gold reserves not being capped to 100% reserves
- Fixed AI incorrectly calculating how much an ongoing war or diplomatic play should add to their neutrality, making them abandon allies due to involvement in small conflicts
- Fixed AI involvement in a diplomatic play shown as an empty string in their neutrality calculation


Bugfixes
- Fixed settings (such as in-game language) not being saved correctly when path contains non-latin characters
- Properly fixed flotillas not recovering morale
- Fixes "Pass a Law that enables an Institution" tutorial challenge being impossible to complete or writing to the error log under certain circumstances
- Fixed issue where a placated Political Movement might still trigger a revolution
- Fixed issue with American Territory Achievement using an incorrect trigger
- Fixed issue with not being able to get Berlin Conference Achievement.
- Star Swarmed Banner no longer requires exactly 100 states exactly to get the achievement, but rather 100 or more
- Fixed issue with placeholder image being used for flamethrower event modifiers
- Fixed CTD in CPdxTerrain::CreateEffect
- Fixed CTD in CWarGoal::IsAdjacent
- Fixed CTD in CBuildingType destructor
Title: Re: Victoria 3
Post by: Syt on November 14, 2022, 05:46:33 AM
Ok, so the AI will peace out most wars now ... eventually.

Case 1.

GB goes on a subjugation play against Johore. It becomes a war of GB, Belgium, GB's subjects vs. Johore, Dai Nam, Qing.

Johore quickly falls, so the war is now about abolishing slavery in Dai Nam. Only no one actually sent troops to fight. Qing and Belgium eventually dropped out, and GB and Dai Nam just sat there, letting their scores tick up will GB white peaced out a couple of years later.

Case 2.

I notice Spain and France invading Northern Russia. "Epic war!" I think. I check the war.

Two Sicilies vs. Spain and Tuscany. TS tries to conquer Tuscany and humiliate Spain. Spain wants a treaty port in Apulia. I.e., France and Russia don't have any war goals in this, but they eff up the Baltic Russian lands till the Russians drop out.

Meanwhile, there's no fighting (nada, zero, zilch) in Italy. When Russian quits, the rest of the countries ... just sit there. For years. So I decided to see if I can give it a push. I switch the France. Without unpausing, I order a naval invasion in Sicily, and another in Apulia. I switch back and unpause. a few months later TS is beaten with minimal extra losses, and the war ends.

In conclusio: I think the AI needs to get A LOT better at fighting remote wars. Sometimes they do it (e.g. in the second example, with Spain and France invading Russia and wrecking their shit), and in others they refuse (e.g. invading Two Sicilies, or in the first case, Dai Nam; or in my recent game, the US doing, well, anything when they joined wars in the Americas).

It's probably some really silly modifier that causes them to become passive like that or underestimate their chances at success.

I still feel they need to be a bit more willing to White Peace, nevertheless. It feels weird having the GB and Dai Nam be at war for 5+ years without firing a shot before they call it quits esp. since you can't use diplo plays against them until then.
Title: Re: Victoria 3
Post by: garbon on November 14, 2022, 06:04:21 AM
Have they done anything about leader age as of yet?
Title: Re: Victoria 3
Post by: Syt on November 14, 2022, 06:06:53 AM
Don't think so, but the Age Mod I mentioned above makes it less likely rulers rule till they're 100.
Title: Re: Victoria 3
Post by: Tamas on November 14, 2022, 06:08:28 AM
Thanks for the summaries, Syt. :)

I just found the age settings last night myself. With 1.0.6 out I'll need to do my own mod properly and only include lines in the files I have changed, so I won't have to redo it every bloody time there's a patch.
Title: Re: Victoria 3
Post by: Solmyr on November 14, 2022, 06:19:31 AM
Good mod list Syt. I'll add a few more.

zlUI Instant Tooltip: Removes the delay on tooltips, saving you time.

Sukritact's Thicker Fonts: What it says. Makes the game font slightly thicker and more pleasant to read.

Interests below Diplomatic Relations: Again, what it says. Changes the diplo panel so you don't have to scroll it as much.

Proper Classical Music, Historical Music: Add a bunch era-appropriate music pieces to play during your games.

Simple Downsize in Building List States Panel: Adds the "minus" button to the building list in state view, letting you downsize a building without actually opening it first.

Compact State Overview: Makes the state view much nicer, no more useless huge icons.

Notifications not over Outliner, Notifications Filter: Places the notifications better and lets you control to some extent what notifications are shown.

One Outliner to Rule Them All: Updated and expanded version of Unemployment and Peasant Data + IG Approval in Outliner.

Treaty port remover: A better mod for removing treaty ports since it does not edit history files, making compatibility better.

Vibrant Water, Mediterranean Architecture, Miniature World (plus the mods recommended with it): Some more mods to beautify the map.

Still need a fix for that annoying bug where revolutionary/uprising nations are immune to all diplomatic plays and basically stay on the map forever. I'm actually not sure I want to start another game before it's fixed.
Title: Re: Victoria 3
Post by: Syt on November 14, 2022, 06:20:02 AM
Also, still no changes to economic AI. So if you want AI to build modern stuff later in game or generally keep up, Anbeeld's mod seems the go to option, despite its downsides.
Title: Re: Victoria 3
Post by: Syt on November 14, 2022, 06:24:57 AM
Quote from: Solmyr on November 14, 2022, 06:19:31 AMGood mod list Syt. I'll add a few more.

:thumbsup:
Title: Re: Victoria 3
Post by: garbon on November 14, 2022, 07:08:48 AM
Quote from: Syt on November 14, 2022, 06:06:53 AMDon't think so, but the Age Mod I mentioned above makes it less likely rulers rule till they're 100.

Yep, saw that and thanks for the mod summary.

Does make me wonder why that isn't something on quick fix list as does make any attention to head of state irrelevant. Maybe they want to do something more complex. :)
Title: Re: Victoria 3
Post by: Syt on November 14, 2022, 07:28:14 AM
Maybe. There's more modifiers (e.g. when to up the chance for dying, when to start rolling the dice for heirs etc.) to play around with. So you could probably adjust them to create a nice bell curve where e.g. people generally die around 70-75, with the likelyhood dropping on either side.

It's one of those weird things where you wonder why it's currently in the vanilla game in a way that let's characters regularaly live into their high 90s.
Title: Re: Victoria 3
Post by: The Minsky Moment on November 14, 2022, 11:40:41 AM
Quote from: Syt on November 12, 2022, 01:52:33 AM- France is always #1 in GDP by a huge margin (and that is with a mod that removes treaty port status for Pondycherry). I think they need journal entries to cover their demographic troubles at the start of the era.

Pdox has been very intent about modeling effects through the interaction of their systems as opposed to country specific effects; however, the problem is that their model doesn't capture the dynamics of French demographics (which is still not entirely understood).

It's clear that higher literacy, human capital investment returns, overall influence and greater social status for women all can contribute to lowering birth rates, but even controlling for these factors, France entered into its demographic transition much earlier than its neighbors.  Either those unique factors have to be designed and modelled somehow or France has to be dinged on births with a national modifier.  Otherwise there will be a few extra tens of millions of Frenchmen around to tilt balance of power scales in the hexagonal direction.

Similarly there is no direct modelling of national political cultures such that French politics is treated as being just as stable as UK politics with only the differences of names and some starting laws.
Title: Re: Victoria 3
Post by: Tamas on November 14, 2022, 01:48:08 PM
So in the new game I started to check the patch out... Russia DoW-ed Egypt which isn't that unusual, but then things got out of control:

Egypt and Russia both demanded access from Ottomans who refused both, but because of sequence of events ended up in alliance with Egypt against Russia and not the other way around.

Fighting a war on the same side as Egypt did not for a second made the Ottoman AI cancel their ongoing play against Egypt, so now Ottomans and Egypt are allies in one war and enemies in another.  :lol:

I am glad I have managed to make the AI make better use of violate sovereignty, but this is a bit much.
Title: Re: Victoria 3
Post by: Syt on November 14, 2022, 03:40:13 PM
As Japan I spent 20 years getting to mercantilism, railroads, and interventionism. And I got lucky that I got an early political movement to abolish serfdom. :D But hey, my economy is doing well (or so I'd like to believe), and I managed to build up my admin capabilities that I have a surplus, even though I haven't discovered the secret of FILING CABINETS yet. :P

Nothing too crazy going on otherwise. Except the UK fought the USA to abolish slavery and get a treaty port in Norfolk, Virginia. :lol:
Title: Re: Victoria 3
Post by: Syt on November 14, 2022, 03:42:16 PM
Quote from: The Minsky Moment on November 14, 2022, 11:40:41 AM
Quote from: Syt on November 12, 2022, 01:52:33 AM- France is always #1 in GDP by a huge margin (and that is with a mod that removes treaty port status for Pondycherry). I think they need journal entries to cover their demographic troubles at the start of the era.

Pdox has been very intent about modeling effects through the interaction of their systems as opposed to country specific effects; however, the problem is that their model doesn't capture the dynamics of French demographics (which is still not entirely understood).

It's clear that higher literacy, human capital investment returns, overall influence and greater social status for women all can contribute to lowering birth rates, but even controlling for these factors, France entered into its demographic transition much earlier than its neighbors.  Either those unique factors have to be designed and modelled somehow or France has to be dinged on births with a national modifier.  Otherwise there will be a few extra tens of millions of Frenchmen around to tilt balance of power scales in the hexagonal direction.

Similarly there is no direct modelling of national political cultures such that French politics is treated as being just as stable as UK politics with only the differences of names and some starting laws.

Yes, and I'm generally in favor of trying to model as much through general mechanics as possible. But there will always be some outliers with unique starting positions that can serve as an additional challenge for the player (and the AI ... wishful thinking) to overcome. They have something like this with the Sick Man stuff for the Ottomans, and other country specific events/decisions/journal entries.
Title: Re: Victoria 3
Post by: Josephus on November 15, 2022, 10:29:13 AM
The one concept I'm having a hard time understanding is politics, especially the Government Reform.

For instance, it is 1906 in my Scandinavia game. I am  a democratic republic. I just had an election and the Communist Party won. The only IG in the party is the Rural Folk. Now after the election I get the opportunity to reform the gov't. I can move the Rural Folk out of the government (and get an influence gain to boot)...but what does this simulate? Why should I be able to do this? And will this boot the commies from the government? If not, why not?

I'm having a hard time understanding the concept behind this.
Title: Re: Victoria 3
Post by: Syt on November 15, 2022, 10:35:11 AM
The game has two basic measures for legitimacy atm: % of clout represented & size of government (# of parties, I believe). Plus modifiers (e.g. having the IG of your head of country in government, extra legitimacy from voting right, tax levels etc.).

So I suppose you can have a government representing a majority of voters, not being too big, but excluding the party with the highest shares of votes. For an IRL example look at the FPÖ/ÖVP coalition int he mid-2000s in Austria who were #2 and #3, respectively per votes, but formed a coalition that carried a majority and sent the party with highest % of votes - Social Democrats - into opposition. Meanwhile, a government with all three of them would have been unacceptable to most people (including member sof the respective parties).
Title: Re: Victoria 3
Post by: garbon on November 15, 2022, 10:49:31 AM
It does feel weird to so easily exclude the winners of the election.
Title: Re: Victoria 3
Post by: Tamas on November 15, 2022, 11:12:14 AM
Quote from: garbon on November 15, 2022, 10:49:31 AMIt does feel weird to so easily exclude the winners of the election.

It is weird. I suspect they don't want to hard-lock people out of roleplay options. Which IGs in government define which laws you can attempt to enact so it would make steering the country harder.

But they do want to make it more meaningful with the legitimacy changes in 1.1 I think.
Title: Re: Victoria 3
Post by: Syt on November 15, 2022, 11:28:32 AM
Quote from: garbon on November 15, 2022, 10:49:31 AMIt does feel weird to so easily exclude the winners of the election.

Agreed, but there are potential outcomes where the winners might not have a majority.

Extreme example: Nazis win 40% of vote, Communists win 30% of vote, Socialists another 30%. Who should form the government?

The Nazis, who are the strongest party, but who the other two would not cooperate with (something I wish Vic3 will eventually try to model)?

Or the Communists + Socialists who represent a combined 60% of the vote and stand a chance to hash out a coalition agreement?

(And don't get me started on minority governments who do not represent the majority but who partner with various partners depending on the issue at hand, e.g. getting the votes from party A for law A, and partnering with party B for law B. Not saying it's a great way of governing, but it's also not exactly a super-rare outlier in parliamentary systems. :P )
Title: Re: Victoria 3
Post by: Syt on November 15, 2022, 11:38:02 AM
Examples from Germany: Willy Brandt's first government 1969-72 had the votes of SPD (233) and FDP (27) vs CDU/CSU (258). Similar Schmidt in 1980. Yes, the general assumption is that the strongest party will try to form a government. But in cases where it's not possible, different coalitions might be found.
Title: Re: Victoria 3
Post by: Sheilbh on November 15, 2022, 11:41:11 AM
Yeah I think they need to look at legitimacy - and possibly radicalism.

The Nazis are an extreme example - but there were also plenty of examples of bourgeois parties uniting to prevent socialist or communist parties from forming or participating in a government. I feel like it should increase radicalism of those groups to lock out a party from government if they win, but letting them form a government should maybe increase radicalism of opposed IGs. It might not work generally - America for example - but I think could from a European perspective where the period, in part, seems a story of the willingness/ability of political structures to accommodate first liberals and then socialists.

Maybe along with certain IGs refusing to join a government unless their leader has certain traits - for example industrialists and trade unions, intelligentsia and petite bourgeois, landowners and peasants feel like they shouldn't cooperate?
Title: Re: Victoria 3
Post by: Tamas on November 15, 2022, 11:47:39 AM
One thing I'd like to see but I am sure its going to be DLC material at best, is linking foreign affairs with internal politics. IGs demanding wars as political movements would be pretty neat.
Title: Re: Victoria 3
Post by: Syt on November 16, 2022, 02:42:54 PM
Still bothered by some of the AI passivity. Since I was working from home today I thought I'd run a few observer games with the AI economy mod and the Lotus AI aggression mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2886293750

Quote****** Make sure you load LotusAI AFTER ARoAI in mod load order in Paradox launcher! ******

### General AI Behavior Changes ###

# The AI should in general declare wars much more often than it did before and be much better at creating the games main formable tags.

# The AI should be much more reasonable/realistic in what it demands in war goals. At least more player-like. Particularly, there should be less border-gore. The AI will actually use the Transfer Vassal cb, which was simply not implemented in vanilla ai.

# The AI should attempt to pass popular laws more frequently.

# The AI should be much more aggressive with it's generals, recruiting more generals and splitting armies into smaller stacks so it can both defend & attack.

# The AI will naval invade much more frequently and aggressively than before, and should not get stuck in wars because it has to do a naval invasion and can't figure out how.

# The AI will seek to annex vassals that it can and will seek to subjugate weak countries that it can.

# The AI should be less inclined to sit in a stalemated war forever without white peacing.

# The AI should be quicker to accept peace when it has lost a war.

### Game Balance Changes ###

!>Major Balance Change<!
# Because White Peace is fundamentally broken and unfixable in mods, wars will now end when one side reaches 0 war support. Some related values have been tweaked to account for this. It is now predictable when a war will end: whoever reaches 0 War Support first will capitulate.

# Some values related to the automated battle system have been adjusted.

# Dominions no longer break when their overlord does not defend them. (This included civil wars) This is the primary cause of independent Dutch East Indies or East India Company, which imo is flavorfully awful and should be extremely rare in this mod.

# Added a hidden decision that only the AI can take that will prevent a new civil war from firing while already at war. These nested civil wars are the primary cause of indepedent revolter tags throughout the course of the game, and are the primary cause of late-game bordergore with tiny weird indepdendent countries popping up everywhere. The game simply does not handle these nested wars well; I think as a player however they are more managable, and it is super cheesy to be able to use this button as a player, so it is restricted to just the AI.

### Game Start Changes ###

# Removed all starting treaty ports except Macau. (They are just no longer treaty ports, the tiles are still owned by their respective overlords)

# Parma, Lucca, and Modena have been removed from Austria's Custom Union because Austria will very often retain a deathgrip on them even if Italy forms. This helps Italy integrate all of the minors more consistently.

# The borders between the Mexico, the US and Canada have been adjusted to allow for the AI to consistently recreate clean borders. (and also allows for player USA to get everything historic Mexico in 1 or 2 wars without getting truce locked) There is slightly less uncolonized land now, but typically the US has to spend more of it's time filling that in now with less of Mexico/Canada helping.

# Mexico & the USA now start at war along with Texas to help with the border situation & issue of Mexico backing down & trucelocking.

# Hokkaido now starts fully owned by Japan.

# Mindanao in the Phillipines now starts fully owned by Spanish Phillipines, because the AI very rarely chooses to ever colonize the last bit of the Phillipines and that small tag adds nothing meaningful to the game.

# Western Australia now starts fully owned by Western Australia, because the AI very rarely (never?) chooses to colonize this bit of Australia and that small tag adds nothing meaningful to the game.

# Added Russian claims to the 2 central Asian states that are fully enclosed in the Caucuses.

# The level 40 Barracks in Lower Egypt has been reduced to level 10 to help Ottomans not get curbstomped quite so badly and consistently.

# Mexico has been given two level 5 naval bases because as AI it sometimes liked to declare war on Caribbean countries without realizing it doesn't have the boats to do so. NOTE: The root issue here has since been addressed and the AI shouldn't declare overseas wars if it doesn't' have enough boats, but I left the naval bases for Mexico for now.

# Liberia is no longer a protectorate of the USA; This is the only way I could figure out how to stop USA from colonizing in West Africa & getting involved in African colonial wars. (they are forced to have an interest in that region because of the protectorate)

### Journal/Event/Decision Changes ###

# The Heavenly Kingdom war now starts instantly after choosing a decision in the corresponding event, and Heavenly Kingdom gets an Annex wargoal on Qing.

# The Alaska Purchase & Canadian Border Treaty both now have no relations requirements other than not being at war. This is mainly to help the AI, thoug it technically makes things easier for the player it is trivial.

# The American Civil war (when it starts by event) now give both sides an annex cb. This is because it will never spawn with clean borders.

# Great Britain now has a copy of Netherlands decision to give territory to East India Company that the AI will automatically take.

# Added a decision to Netherlands that will annex all of Dutch East Indies subjects into DEI, and turn DEI into a puppet. It requires Nationalism, and the AI will take it.

# Added a decision to Great Britain that will annex all of British Raj subjects into British Raj. It is available once the Raj tag is activated fpr East India Company. (usually like 20-30 years into the game the AI gets it)

# These new decisions I feel are necessary due to the backwards mechanics behind annexing vassals. The AI does not understand that it needs to reduce relations with its overlord in order to be able annex its own subjects, and barely understands needing to reduce reduce relations with the subject it wants to annex. The mechanic itself is counter-intuitive, because good relations should be a good thing, and in games like EU4 you annex vassals with good relations, not poor ones.

# Added a decision for Great Britain and Netherlands to automatically re-vassalize an indepdendent Raj or Dutch East Indies. IMO there is no reason these tags should ever be independent if there is no mechanics or flavor for them becoming countries run by the native population, they just sit there being a nonsensical independent european colony. What's worse is the reason they become independent is usually because of nested wars causing automatic peace deals.

# Reduced Colonial Investment level requirement of British Raj decision from 5 to 3.

# Britian now has an additional decision to directly annex vassals in Malaya, unlockable by the same requirements as it's Raj decisions.

# France now has a decision to annex Algeria if it is France's puppet, again for the same reasons & because France starts with the Algiers state they are clearly intended to take Algeria & did historically (maybe not in 1836, oh well). The issue was Britain/Spain like to Transfer Vassal CB Algeria away from France and then it become a really ugly border due to Algiers state still belonging to France.

# Russia now has a decision to annex the 3 central asian minors if they are vassals of Russia. This is for the same reason as the others; the AI doesn't actually understand how to annex vassals, and just pushes the normal "annex vassal" button on the very rare occasion that the conditions for it have been met by chance. NOTE: I added this before fixing the Conquer State issues, and now Russia typically will take them directly instead of puppeting them, but left this there in case.

General observations: yes, AI is a lot more active and will add more wargoals to their demands. France and England will constantly fight over Africa and to a lesser extent South and South East Asia. Russia gets fairly involved in Asia and the Middle East. Additionally, other countries may join the fray. Sometimes Spain might grab holdings in Asia, sometimes the Netherlands. Sometimes Germany grabs some of their neighbors, sometimes they get invested in Africa.

What I dislike is that some "historicity" is achieved by basically giving the AI cheats. US can't manage to take their historic gains from Mexico? We'll trigger a war that gives them the right goals! France never annexes Algeria, and Russia never annexes their Inner Asian puppets? We'll give the AI a decision to insta-annex them! Raj and Dutch East Indies break free a lot? Give AI a decision to revert that! In all three games Canada, Australia, Scandinavia and Australia formed. In none of them was there much happening in the Balkans besides the occasional revolution in one of the small states. France and GB fought each other in Africa basically as often as their truce timer allowed. Usually one would attack a smaller country while the other one joined the target in combat. It's on one hand fun to watch, but on the other might be a bit too much.

Here's three screenshots of three different games played till 1865 (first one) and 1866 (next two):

(https://i.imgur.com/aMdgCvw.jpg)

(https://i.imgur.com/4aZTdBZ.jpg)

(https://i.imgur.com/kI7bFmJ.jpg)

You can see some variance. Sometimes the Brits go after Persia, sometimes the Russians. In one game NL conquered Belgium and chunks of China. In another, Spain conquered SE China. In one game, Brazil lot its initial wars, and Bolivia-Peru never united while Russia got into Africa early. But you also see Scandinavia, Canada, Australia, Raj in ever single game.

I let the third one run till 1920:

(https://i.imgur.com/aBua7YO.jpg)

Americas look fairly historical (thanks to railroading/cheats for the AI). USA is a presidential oligarchy, still has slavery. Germany went communist, Russia is a presidential dictatorship. Russia took Japan and Korea, Persia, Sikh Empire ...  :ph34r: Italy seems to have a hard time forming up, even though the countries were in good relationship, allied etc. Not sure I like the colonial powers outright annexing so many small states - more of a personal preference, I guess. With the AI mod, the economies are producing electricity, radios, telephones, planes ... still, Russia was still using line infantry, whereas France, Germany, A-H and GB were using squads, planes (or cars) and siege arty. US was a step behind the Europeans in that regard.

Bonus question: GB is #1 Great Power, but who's #2? It's Austria-Hungary (before Germany and France, with US #5 and Russia #6 - Ottomans became an unrecognized power). In fact, A-H  has the highest GDP and SOL (28 something), ahead of the UK. A-H fought in many wars, but usually just joining plays in progress and not starting ones themselves. So their war goals, if the existed, were generally quite modest, and often reparations. Their only possession outside of A-H is the Sinai.

Btw, China became a Great Power and has a few minor colonies in Africa ...

Overall - does the mod help the AI do more stuff and be more aggressive? Yes. (All games above were on default AI aggression.) But IMHO it comes with unacceptable crutches to force certain outcomes (e.g. making sure Raj becomes single entity and doesn't leave GB, making sure US gets help achieving historical outcomes, ...).

One thing I noticed was that there were noticeably fewer revolts in major countries and a lot less turmoil, for the most part. Unsure which mod does it. Yes, in vanilla, the constant turmoil across the world from mid game or so is a bit much. But e.g. France and GB staying steady as a rock in all games also seems too much. Seems overcorrecting. I didn't see it with just the economic AI mod, so there might be something with the Aggression mod that does it.
Title: Re: Victoria 3
Post by: Tamas on November 16, 2022, 02:53:52 PM
The turmoil thing might be a 1.0.6 I am seeing less of it even without the economic AI mod.
Title: Re: Victoria 3
Post by: Syt on November 16, 2022, 03:11:53 PM
One thing that's annoying (and I'm not sure if it's a 1.0.6 thing or existed before) is that with war parties dropping out (getting annexed?) you often end up with a war where there's no unpressed war goals (all goals are checkmarked), but there's still belligerents left who will keep fighting till one side completely surrenders - even though neither side has anything to gain anymore.
Title: Re: Victoria 3
Post by: Tamas on November 16, 2022, 04:22:33 PM
Quote from: Syt on November 16, 2022, 03:11:53 PMOne thing that's annoying (and I'm not sure if it's a 1.0.6 thing or existed before) is that with war parties dropping out (getting annexed?) you often end up with a war where there's no unpressed war goals (all goals are checkmarked), but there's still belligerents left who will keep fighting till one side completely surrenders - even though neither side has anything to gain anymore.

That was in before, modding peace desire seems to help although it doesn't entirely eliminates it.
Title: Re: Victoria 3
Post by: Tamas on November 17, 2022, 12:57:46 PM
Ok so how is the mod order supposed to be?

If I want it so that I use my own mod and the AI mod, but I want to make sure that if any parameter is changed by both, than the AI mod's takes precedent, I should have my mod on the top and the AI mod after it, right?

EDIT: confirmed as correct.
Title: Re: Victoria 3
Post by: Syt on November 17, 2022, 01:32:09 PM
You want the mod with "final say" at the bottom, if you have multiple mods that touch the same files, yes. Can still be a crapshoot sometimes. :P And some mods just won't work together because no matter what they will overwrite crucial settings for the other - though for very popular mods there might be compatibility patches.

What's annoying is mods not being updated after PDX patches. CK3 had a number of interesting mods that aren't compatible any more, though in some lucky cases someone else has picked them up and kept them updated. And I've seen some modders who basically said, "Yeah, I will skip this patch, would be too much work because I'm doing a major rework and will make it compatible whenever I'm finished." Which was posted 2 years ago. :P
Title: Re: Victoria 3
Post by: Syt on November 17, 2022, 01:33:28 PM
New dev diary. Mostly about adding more oil to the map. And increasing rubber output by adding an irrigation production method for late game.

Riveting. :mellow:

(I'm glad they address bottlenecks, but this is not exactly marquee item stuff, IMO :D )
Title: Re: Victoria 3
Post by: Syt on November 17, 2022, 01:52:36 PM
See this mod has an interesting idea, adding market volatility modifiers, to affect markets:

https://steamcommunity.com/sharedfiles/filedetails/?id=2889688573&searchtext=

QuoteThis mod is designed to add price fluctuations and more uncertainty to markets.
Often times, commodity production and prices are affected by unforeseen events related to weather, production, storage, delivery or lack of market information. In my opinion, markets in Victoria 3 are too stable and this mod aims to correct that.

Every year, and every five years, volatility modifiers are applied to buildings. These modifiers are grouped into four types:
- Yearly statewide volatility for most building groups (mines as an example)
- Yearly countrywide volatility
- Five year statewide volatility
- Five year countrywide volatility

This means that all mines in the same state will share all four volatility modifiers, while mines in another state, but in the same country will only share two. The modifiers affect throughput, or the ability to produce. Most of the time, short term modifiers are much more significant than five year ones, but it's not always the case.

The effects of these modifiers are fairly small, but they do stack. This means that once in a while, effects can be devastating or give a huge advantage. Effects are balanced so that globally they even out. For the individual country however, they will not be. This makes every game more unpredictable and unique.

The effects also applies to migration attraction, as well as certain special buildings like university, construction sector and ports.

This mod should be compatible with all other mods.

(https://steamuserimages-a.akamaihd.net/ugc/1923628424566137869/3C4D87CF4470DF1310FC08FC131C82F32ADE98BB/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false)

Now, this might seem a better idea of paper then in action. Personally, I would rather have more events that affect these variables, and a system that creates these things on a large scale, and not just for one state which may or moay not have a noticeable effect. But I find the idea of having a bit more fluidity/uncertainty in markets appealing (but I'm generally a fan of having more random elements - within reason - in play that force the player to react). Let's not forget that markets are also highly affected by psychological effects that can increase or decrease the effects of an otherwise harmless event (e.g. a sudden panic in a market, or a speculator bubble). If we could get to a point where major stock market crashes can be nicely simulated ... :mmm:
Title: Re: Victoria 3
Post by: Syt on November 17, 2022, 02:00:38 PM
Oh, and saw a fun post on the forums today, where a guy complained that the general leading a battle on a front is chosen by die-roll, with bonuses to commanders who have more troops under them, and that either player should be able to choose, or it should give a bonus to commanders with good skills.

Very much disagree. Commanders were often as much political as military appointees; the game models this by strengthening the IGs that generals you appoint/promote/retire belong to, and I know I've appointed generals based on IG affiliation if I needed to keep another IG down, or wanted to strengthen the one the general belongs to. If this means I appoint incompetent commander, just because they have the right membership card, then that should come to bite me in the ass during war. Alternatively, I can fire those generals (or strictly appoint based on competence). But letting me appoint morons because I can shove them aside during war times is me having my cake and eating it too :P
Title: Re: Victoria 3
Post by: Tamas on November 18, 2022, 10:31:05 AM
I am struggling to balance my budget as Greece with the AI mod. I hope its because of market conditions. Like, when I joined the British market my income skycrocketed for a couple of weeks or so than came right back down. So either this is the result of nifty simulated economics (which you can largely ignore with a giant like Austria but can kill you with a tiny one like Greece) or its a broken mess. I won't look TOO deeply into it because the game doesn't make that easy, but at least I can dream its the former. :)

I am also thinking that the multi-ethnic empires whose decline and fall was a major reason for why history didn't turn out as "boring" as it often does in Vicky 3 (and even more so in 2), somehow need to be made more prone to nationalistic movements. I am tempted to seriously reduce the threshold at which secessionist revolutions start ticking (its 50 radicalisation in a region at present) but it's probably going to just create a lot of even more unhistorical clusterfuck.
Title: Re: Victoria 3
Post by: Tamas on November 18, 2022, 03:58:56 PM
So I am running an observer game after reducing the min. req. turmoil for a secession rebellion from 50% to 30%. In hindsight I should have turned the AI mod off because it hits performance hard.

But, there was a first I have seen: mid-50s Prussia faced a big Polish uprising (which to be fair I have seen previously, it even succeeded then). But what happened this time was that while the uprising's diplo plan was counting down, some Austrian regions also joined the same Polish uprising state and now they were at war with both Prussia and Austria. I thought that was cool and didnt realise it was a thing. Rebellion got crushed eventually.
Title: Re: Victoria 3
Post by: Tamas on November 19, 2022, 04:44:24 AM
The notification settings are hilarious. There is of course the mass migration target pop-up, but when a great power launches a diplomatic play against me, it just humbly appears on the top right corner the same way a diplo play I am not involved with in would.
Title: Re: Victoria 3
Post by: Syt on November 19, 2022, 04:47:39 AM
That's why I switched most relevant messages to "toast" in the notifications file. That way I at least get a pop up. :P
Title: Re: Victoria 3
Post by: Tamas on November 19, 2022, 05:01:12 AM
Playing a Spain game, it's been fun so far I have puppet-ed most of Central and a big portion of South America to significantly boost my income, I was unsuccessfully checked by the USA once and successfully by France twice.

One thing I noticed is.. AI USA has a big war going with Mexico, the wargoals could push them to near-historic borders. Except.. the US AI won't assign any of its generals to the one and only fron the war has...

I think I can see why, the US garrison units of the front are almost as many as the assigned Mexican ones, and the defines file tells the AI to only consider a front disadvantaged if it has half or less as many units as the enemy. But... surely there must be some instruction somewhere to actually achieve war goals. It's really dumb, no wonder America never expands.

EDIT: I have changed the following values which were enough to trigger the AI into sending one of its like 5 generals into the fray, but obviously its impossible to tell from this one example how much this will break war priorities in other wars:

INVADE_STATE_CAPITAL_WEIGHT = 50
   INVADE_STATE_CAPITAL_WAR_NEGOTIATOR_WEIGHT = 150
   INVADE_STATE_WARGOAL_WEIGHT = 120
Title: Re: Victoria 3
Post by: Tamas on November 19, 2022, 05:41:39 AM
At the same time, I could not convince the Russian AI to send generals to an uprising of theirs that had zero troops defending, and when I switched countries, ordered a Russian general there to attack, switched back to Spain, just to watch Russia swiftly conquer the uprising than white peace out. :bleeding: to be fair though, the latter might be due to my modding.

The US AI, in the meantime, made headways into Mexico, but possibly because of a war it got into with France over a random African tribe, it peaced out, taking California and relinquishing Texas :bleeding:

These do make me think a significant portion of problems with the game is the braindead AI.
Title: Re: Victoria 3
Post by: Josephus on November 19, 2022, 06:01:09 AM
Quote from: Tamas on November 19, 2022, 04:44:24 AMThe notification settings are hilarious. There is of course the mass migration target pop-up, but when a great power launches a diplomatic play against me, it just humbly appears on the top right corner the same way a diplo play I am not involved with in would.

Yeah, this needs to be worked on. The pop migration one is especially irritating.
Title: Re: Victoria 3
Post by: Tamas on November 19, 2022, 12:02:12 PM
For some reason the makeup of the Ottoman Empire really doesn't work with the migration system. e.g. Austria seems to largely keep its ethnic makeup intact or at least within the realm of possible, but by the 1880s Bosnia is out of Bosnians, Turks are majority on most of the Balkans, there are significant African minorities on the Balkans as well, and the Slavs are dispersed around the world, emptying their homelands. I guess it must be the combination of shitty economy and being discriminated, but it just feels wrong.
Title: Re: Victoria 3
Post by: grumbler on November 19, 2022, 01:12:52 PM
Maybe make it so that struggling pops cannot afford to migrate?
Title: Re: Victoria 3
Post by: Syt on November 19, 2022, 01:35:19 PM
Migration (esp. migration events) seems to have some issues. In some cases there can be a huge migration wave that can basically depopulate whole swaths of land - this should be toned down, I guess; or maybe make it a % of population if it isn't already, so that small countries (1M or so) don't lose 50-60% of their population in months.

And it can hurt you even when you keep them happy. Let's say Culture A is living in your country and also in the neighboring country. On your side of the border, pops are happy and have a great standard of living. On the other side, people are starving, turmoil etc. and a migration event triggers => this targets all pops of Culture A in the area, including yours.
Title: Re: Victoria 3
Post by: Tamas on November 19, 2022, 02:10:16 PM
Quote from: Syt on November 19, 2022, 01:35:19 PMMigration (esp. migration events) seems to have some issues. In some cases there can be a huge migration wave that can basically depopulate whole swaths of land - this should be toned down, I guess; or maybe make it a % of population if it isn't already, so that small countries (1M or so) don't lose 50-60% of their population in months.

And it can hurt you even when you keep them happy. Let's say Culture A is living in your country and also in the neighboring country. On your side of the border, pops are happy and have a great standard of living. On the other side, people are starving, turmoil etc. and a migration event triggers => this targets all pops of Culture A in the area, including yours.

I wonder if I effectively turn off cultural mass migrations, will that screw with the countries depending on such migrations? It would be trivial to make extra migration pull from those events zero in defines.
Title: Re: Victoria 3
Post by: Syt on November 19, 2022, 02:17:05 PM
You could nerf the big migration events, and up the "normal" migration a bit? Might be tricky to balance, though. And I feel that "big" migrations (like the Irish IRL) should still be very notable.
Title: Re: Victoria 3
Post by: Tamas on November 19, 2022, 02:22:54 PM
Quote from: Syt on November 19, 2022, 02:17:05 PMYou could nerf the big migration events, and up the "normal" migration a bit? Might be tricky to balance, though. And I feel that "big" migrations (like the Irish IRL) should still be very notable.

Yeah probably not something worth bothering trying to balance on my own. I have already nerfed it a bit, but it still a sizeable thing. I'll also try changing the homeland pull multiplier from 0.5 to 1. I assume they halved the homeland pull to avoid pops yoyo-ing between homelands and actual good places to live, but it feels a bit counterintuitive that "oh that looks like a nice place to live.. oh wait no that's where my people are from, no way".
Title: Re: Victoria 3
Post by: Syt on November 20, 2022, 03:55:23 AM
Adjacent to migration, I'm not sure I get the mechanical reasoning for assimilation. Only pops of an accepted, non-discriminated culture can assimilate. I don't quite get what the point of that is, in game terms, because if they're accepted, any negative malus they might have for not being assimilated is already gone. In gameplay terms, it would be much more useful to get non-accepted cultures to be assimilated. (Which version of assimilation is more realistic, is for a separate, political debate, I suppose :P )

Either make it so non-accepted pops can be assimilated, or have accepted, non-assimilated cultures still have a drawback. Which comes back to ethnic animosities not being modeled - if Irish or Chinese immigrants in the US are accepted, but Yankee and Dixie pops still hate them, it would create more friction and reason to drive up assimilation. I guess you would need to have something like the citizenship laws, but on a culture of pop level. State is multicultural, but Dixie still is into Racial Segregation, driving up radicalism (which might be hard to balance to not wreck games, or at least you'd need a way to counter balance that or influence your cultures to change their culture).
Title: Re: Victoria 3
Post by: Solmyr on November 20, 2022, 11:43:52 AM
I'm not clear on whether it matters where you build construction, other than having enough people to employ. Is building in a state somehow affected by whether there are construction facilities there, or is all your construction capacity nation-wide?
Title: Re: Victoria 3
Post by: grumbler on November 20, 2022, 11:52:09 AM
Quote from: Solmyr on November 20, 2022, 11:43:52 AMI'm not clear on whether it matters where you build construction, other than having enough people to employ. Is building in a state somehow affected by whether there are construction facilities there, or is all your construction capacity nation-wide?


Construction is nation-wide, which is just another of the major problems with Vic3's construction model.  The ranchers in Texas have to wait for the construction workers from Illinois to finish building the glassworks in Vermont before they can come down to Texas and start on the ranch.  Absurd.
Title: Re: Victoria 3
Post by: Syt on November 20, 2022, 12:14:55 PM
I believe construction also gives a local bonus to construction speed.
Title: Re: Victoria 3
Post by: garbon on November 20, 2022, 01:08:22 PM
Quote from: grumbler on November 20, 2022, 11:52:09 AM
Quote from: Solmyr on November 20, 2022, 11:43:52 AMI'm not clear on whether it matters where you build construction, other than having enough people to employ. Is building in a state somehow affected by whether there are construction facilities there, or is all your construction capacity nation-wide?


Construction is nation-wide, which is just another of the major problems with Vic3's construction model.  The ranchers in Texas have to wait for the construction workers from Illinois to finish building the glassworks in Vermont before they can come down to Texas and start on the ranch.  Absurd.

Yes, that is rather odd.
Title: Re: Victoria 3
Post by: grumbler on November 20, 2022, 05:58:59 PM
Quote from: Syt on November 20, 2022, 12:14:55 PMI believe construction also gives a local bonus to construction speed.

At steel buildings the bonus is 1.7% per level.  Completely submerged in all the other bonusses and maluses.
Title: Re: Victoria 3
Post by: Syt on November 22, 2022, 02:19:16 AM
On nice mods to recommend, I'd add miniature world and miniature clean roads. The former scales down the size of city buildings, bringing it more in line with e.g. trees and farms (though not quite), while the roads scale down, too, and make it so buildings can't spawn on roads. That means that instead of a cluster of houses into which the roads disappear, you get cities that build "around" intersections etc. It just looks a bit nicer. I'd also add the "diverse architecture" mod which mixes up the buildings for Europe, so that in later game you don't have uniform towns of green roofs (copper roofs with patina), and a mod (forget the name) that switches the mediterranean buildings in Europe from Middle Eastern to Carribean.

Secondly, brushing up on my 19th century history, I feel that famines are a bit too mechanics driven at the moment. Expensive Food => People can't afford food => SoL drops => famine & migration. So far so good. But there seem to be few events that can additionally drive food prices/negatively affect output, short of flood or volcano.

Like, dunno ... the weather (early frosts, failed harvests)? Or crop/livestock blights. Those were still a major concern in the mid-century in many parts of Europe, and in some well into the late 19th century and were only later alleviated by better agricultural methods and infrastructure (and trade laws, allowing easier import of foreign grain, for example). The late 1840s saw sharp increase in mortality and decrease in birth rates across much of Europe after various blights and failed harvests. Additionally, I feel early urbanization should drive up mortality in cities, or lead to cholera/typhus outbreaks in heavily urbanized areas until certain techs are researched sewers, medicine advancement, health institutions ... (If I feel particularly motivated I might look into how to mod events for that. Or if they exist, improve on them. I know that such "act of god" events suck for player agency, but seeing most regions growing on an exponential curve mostly undisturbed feels just as wrong.)

And where, oh, where are my Work Houses? :P
Title: Re: Victoria 3
Post by: Syt on November 24, 2022, 09:05:15 AM
(https://preview.redd.it/vkk28a2a7w1a1.png?width=960&crop=smart&auto=webp&s=716ca5ce964d13b6ad7b86556d0408ee82af39f7)
Title: Re: Victoria 3
Post by: Solmyr on November 24, 2022, 12:12:36 PM
I'm not even sure 19th century capitalists cared too much about worker radicalization, either. :D They should probably just pay minimal wage until the government passes some laws increasing it.
Title: Re: Victoria 3
Post by: Tamas on November 25, 2022, 05:29:43 AM
Promising change, also promising dev diary yesterday.

They said they'd go through the full 1.1 changelog in next week's so I guess we are two weeks from the patch being released, which is nice.

I'll probably wait until that now before a new game.

Last time I played I was frustrated enough with never seeing even NGF formed that I went to the Unite Germany AI strategy and edited out everything from it except wanting to protect the countries "voting" for you and antagonising the other unifier candidate. Launched an observer game and stepped away, coming back in 1855 there was an NGF, which is the second time I have seen it. :) I figure even if this neutered strategy never gets Germany formed, at least Prussia won't destroy itself going berserk on German minors instead of sitting passively and having those same minors join them peacefully. 
Title: Re: Victoria 3
Post by: Syt on November 28, 2022, 02:07:39 AM
Started a game as USA. Using Anbeld's AI mod, the Age mod (that makes characters less likely to live to 100 years), Know When to Fold'em (a mod that helps AI with when to peace out, preventing "stuck" wars), Better IG Attraction (making POP decisions on which IG to support a bit more complex).

Enacted Dedicated Police (to curb Southern Planter Power), Censorship & Migration Controls (to buff Planter approval), then Banned Slavery in 1846. :hmm:
 :blush:
Declared war on Mexico and grabbed the historical states from them. Had to go back and declare a second war, because I forgot to make Utah a wargoal.  :blush:

That would have given me Mexican Cession, but I forced them to release the country of Rio Grande ... which formed including my part of Texas. :mad: So now I will have to go and conquer Rio Grande. :rolleyes:

Haiti, Honduras and Gran Colombia are my protectorates, and I'm working on adding Venezuela, and a couple more Central American states.

Law-wise, I've gone back to Right to Assembly, added Propertied Women and Cultural Exclusion (Yay, 1850s desegregation!).

My main complaint is that so far it's been pretty easy and smooth sailing. I was flush with cash, and was surprised when I checked the budget screen for the first time to see I'm at low taxes and no consumption taxes. Construction is ticking along nicely, and I assume that I have a lead in tech, because no techs are spreading to me anymore. So it's already 1855, and I'm thinking ... "Ok, what now?" I wanted to play somewhat historical, i.e. not conquer the Americas or go crazy on colonies, so I guess I'll just build my industry and play a bit at removing colonial powers from the Americas? Maybe add some colonies in Oceania and be world police or something? :unsure:

I kinda feel that the way gameplay is structured at the moment all the interesting stuff is happening in the early part of the game, regardless of country - reforming society, enacting laws and juggling IGs, etc. to get to a point where you can expand your industrial economy unimpeded. Sure, you get communists and fascists later, but if you have a form grip on your economy they're not that much of a danger?

I think the biggest differentiation in country flavor comes also from the early parts of the game: what is your local setup, and what steps do you have to take to get to the "optimal" setup? Once you get there, it's more or less the same (with some variation provided by what resources you have and how big you are compared to neighbors/major powers).

I hope there will be more viable playstyles once the first round of patches have ironed out some (esp. economical) kinks. In theory, if economy and trade worked better, you could have international division of labor. Let US produce cotton to feed Britain's clothing industry. Build up cour coffee and banana plantations as Brazil and become an export focused agricultural powerhouse.

As is, the optimal way is always to own all parts of the production chain instead of providing scenarios where trade is the better solution. Currently it's usually only better to bridge temporary shortfalls: need more rubber - better import some till you conquer a rubber producing state and/or upgrade your plantations. That's of course not entirely ahistorical, but it also makes trade feel like a bit of an afterthought, IMHO, when in many ways it should be the "default" way to acquire a bunch of goods and it should be a lot harder to get "direct" access to them, esp. as smaller nations.

Maybe that gets better when AI economy and trade are improved, but I feel as player it will always be "optimal" to just conquer the states that produce what you need and build complete production chains for full autarchy.
Title: Re: Victoria 3
Post by: Zanza on November 28, 2022, 12:19:40 PM
The first third of the game is the most fun part of any Paradox game, except I guess HoI.
Title: Re: Victoria 3
Post by: Josephus on November 28, 2022, 01:46:58 PM
Quote from: Zanza on November 28, 2022, 12:19:40 PMThe first third of the game is the most fun part of any Paradox game, except I guess HoI.

Strangely, I feel that way about HOI, as well. Building up, determining what you're going to focus on, and building up your armies to compete with Germany or Russia is the most fun. Once war breaks out, it gets boring  :D
Title: Re: Victoria 3
Post by: Valmy on November 28, 2022, 02:43:22 PM
Quote from: Josephus on November 28, 2022, 01:46:58 PM
Quote from: Zanza on November 28, 2022, 12:19:40 PMThe first third of the game is the most fun part of any Paradox game, except I guess HoI.

Strangely, I feel that way about HOI, as well. Building up, determining what you're going to focus on, and building up your armies to compete with Germany or Russia is the most fun. Once war breaks out, it gets boring  :D

Yep.

1. Intervene in Spain.

2. Mobilize Yugoslavia, Poland, and Czechoslovakia to resist the 1938 Sudetenland Crisis.

3. Kick Germany's ass.

4. Um...guess I will start another game...
Title: Re: Victoria 3
Post by: Syt on November 29, 2022, 01:20:17 AM
Thing with Vicky is that it covers a period of history I'm most interested in, since I was a kid and grew up with (overly romanticized) notions of 19th century wars and colonialism (those pretty uniforms sure helped). It's an era of incredible change to the world and societies, and there's not many games trying to cover that period of transformation. I remember I was sorely disappointed when I picked up SSI's Imperialism when I discovered it to my delight in a shop shortly after its release. I liked what it did in terms of technological advancement and colonial development/wars. But that it was set on a random map and ignored all societal change of the 19th century was a huge minus for me. Vainglory of Nations is another attempt, but ... well, it's not very playable (though I'd like to see them re-try after Field of Glory: Empires turned out quite well).




Another "thing I wish was more impactful": radicals and turmoil. I like the introduction of turmoil as general unrest - causing issues, but not really an armed insurrection (yet). I just feel it should be more impactful than it is. I often ignore it, or maybe up my police institution, and very occasionally use violent suppression.

It would also be great to have better transparency into what causes radicalism/turmoil in certain areas - SoL? Political demands? Discrimination? ... It's opaque in the game, and you can only "guess" by looking at POPs with radicalism which is a pain. I like to think that a lot of the game's opaqueness on information is intentional (states having imperfect vision and all), but it goes a bit far.

Political movements are nice, but it's very rare that my legislation is actually pushed because I have to appease radicals. Like, if Nationalism is researched in your country, your non-accepted pops should get much higher radicalism and push towards acceptance or independence (including against foreign countries, in the case of colonies/puppets, maybe?), creating a lot more problems for the country. And laws like right to assembly or free speech should reduce radicalism for some, but also push radicalism for others who are now more able to express their ideas in the open without suppression.
Title: Re: Victoria 3
Post by: Syt on November 29, 2022, 01:54:11 PM
(https://external-preview.redd.it/3n13EGMQ45VLdHGz02djGqqYQAd8M4Yr1XGov0VhqV4.jpg?auto=webp&s=c30560b035a76ff28ff31ec815f1a59053036b95)
Title: Re: Victoria 3
Post by: Syt on November 30, 2022, 01:50:19 AM
My US game is in the 1870s. Central America (minus Maya, Mexico, plus Venezuela, Gran Colombia, Ecuador) are my protectorates. I'm struggling with the mapping the Western Frontier. I installed a mod that supposedly fixes the problems with it (IIRC, failing it stacks your chance of failure in future attempts), but I don't seem able to complete it. I had one successful attempt, but I guess that wasnt enough? I've had 5 or 6 more failures since then, even when choosing the most conservative options in events, and have given up for now. Guess I will have to take Oregon another way.  :ph34r:

Meanwhile I've been colonizing the islands in the Pacific, plus New Guinea (rubber!) pretty uncontested. One thing I like is how changing certain parameters changes your political setup. E.g. for the first 20 or so years I barely expanded my military and the military IG became marginalized. I've begin building up navy and army since then, and with more generals needed, I got many military candidates. The military is now third biggest IG, and they, with landowners and clergy have replaced Intelligentsia and Industrialists (the two strongest IGs) for the first time in 30+ years. I have an election coming up, and a Patriotic Party has formed.  :ph34r:

For shits and giggles, I've been switching all industries I could to auto-expand and removed all subsidies. It feels kind of like cheating (I'm using Anbeld's AI mod, after all), but at the same time I couldn't be bothered to expand some of the base industries or agri concerns manually all the time. :D

I may have overexpanded my construction sector, though. With resonable taxed (medium, taxing services), I make 40k surplus, normally, but construction, when fully active, costs 80-140k, and my investment pool is not keeping up. Time for: laissez faire? :ph34r:
Title: Re: Victoria 3
Post by: Syt on November 30, 2022, 03:42:30 PM
This is fine ...

(https://i.postimg.cc/7hHs3Kgr/image.png)
Title: Re: Victoria 3
Post by: Syt on November 30, 2022, 05:50:05 PM
The dynamically changing maps can look quite pretty:

(https://i.postimg.cc/FrDXGKFv/20221130233842-1.jpg)

But I also think some of the urban sprawl is maybe "a bit" too much for 1883:

(https://i.postimg.cc/L2qhqcv5/20221130234340-1.jpg)

(https://i.postimg.cc/MqhH19rD/20221130234323-1.jpg)

(https://i.postimg.cc/QsYHd8Qv/20221130234226-1.jpg)

Meanwhile, Mark Twain is the Social Democrat president of the United States. :D
Title: Re: Victoria 3
Post by: Tamas on December 01, 2022, 05:02:12 PM
Big-ass patch landing on Monday:

QuoteReworked Morale to inflict a base loss for every round of battle, modified by the difference in casualties inflicted between the sides as well as various other modifiers
- Reworked Legitimacy to provide bonuses and penalties to countries at different Legitimacy levels
- Added a new Legitimacy modifier based on Votes in Government
- Replaced Legitimacy Penalty from Government Size with a Legitimacy Penalty from Ideological incoherence
- Treaty Ports will no longer function if the owner's Power Rank isn't greater than the market owner's, ensuring Great Powers cannot use them to get access to the markets of other Great Powers

balance.jpg

- Rebalanced Legitimacy across all Laws
- Added Authority bonus to High and Very High Government Wages
- Added Morale Recovery and Power Projection bonus to High and Very High Military Wages
- Added Power Projection penalty to Low and Very Low Military Wages
- Lowered Training Rate penalty for Very Low Military Wages
- Lowered the positive and negative approval from Government/Military Wages
- Buildings will now only raise wages if they are either competing for wages or are below their minimum wage target; the target is based on employees' Expected Standard of Living to prevent too much active radicalization
- Building wage targets are lowered in unincorporated states (e.g. colonies) and for discriminated pops
- Laws that restrict cultural / religious tolerance now give a decrease to radicals and increase to loyalists from accepted cultures / religions - the more restrictive the law, the higher the effect
- Pops in Unincorporated States now have their voting power reduced according to current Incorporation level
- Mass migration now only targets incorporated states, to avoid colonies being the main target of mass migration rather than e.g. the New World
- Unincorporated states now have a lower expected standard of living than incorporated states
- Rebalanced potential Oil and Rubber deposits around the world
- Rebalanced Power Plant production method
- Reduced the impact of Artillery Commander traits
- Rebalanced Port production methods to (generally) increase Convoy production
- Rebalanced technology unlocks for potential Port levels to increase sizes over time
- Replaced Cape Colony with Persia as a recommendation for the Learn the Game objective
- USA no longer immediately starts losing its Interest in the Great Plains on game start

ai.jpg

- AI will not begin unifying Canada or Australia until Pan-Nationalism is researched
- Australian and Canadian confederation no longer forces the annexation of a player
- AI acceptance for white peace now increases over time the longer a war goes on
- AI is now less inclined to pursue annexation of subjects with whom they have good relations
- AI is now more willing to settle wars that are going nowhere with a white peace
- AI now also takes into account bankruptcy when considering peace desire, neutrality and confidence, not just debt level
- AI will now properly stop enacting a law to avoid revolution if it calculates this to be in its best interest
- AI will now properly use its investment pool when it can cover the entire construction cost, despite being in deficit
- Fixed native uprisings not mobilizing due to not being able to calculate their conscripts' power projection
- Improve the AI's understanding of when it should produce more military goods of a certain type
- Make the AI more interested in switching to more productive PMs, and less interested in switching to less productive ones unless there is a very good reason to do so
- Great Powers are much more likely to declare an interest in Arabia while the Ottomans are trying to reclaim Syria
- Liberia now begins independent, to discourage US colonization of Africa and to better reflect Liberia's de facto situation
- Changed incorrect check in Powerful Protectors that compared army size to country rank instead of army size
- Fixed some cases where the AI would use the wrong define for computing heuristics

interface.jpg

- Improves the Pop Details Panel with tabs and Consumed Goods
- Added a Good's current Trade Routes to the Goods Panel's Market tab
- Added a delay to opening map tooltips. The amount of delay is controlled by a new setting.
- Added pop consumption goods needs display to Economy and Consumption pop tabs
- Added "show more" button to the Population panel to display all categories, inspired by the "Complete Pop List" mod by Ron Swanson
- Make the Construction Queue building list items say their State as well as making the list items smaller, inspired by the "Construction Queue with States" mod by Seppiya
- Multiple changes to which notification types display as Toasts (middle of the screen) versus Feed (bottom right)
- Show usable manpower involved on each side of a battle in addition to the number of battalions
- The volume for Music Stingers and Background Music can now be adjusted independently in the Audio Settings screen
- Inactive Treaty Ports are now displayed as such, with a tooltip explaining why
- Active Production Methods are now non-clickable and more distinguishable from the rest
- Game rules are now visible even before you select a Player Objective in the New Game Interface
- Moved the Timed Modifiers higher up in the change Production Method tooltip
- The amount of unrealized taxes are now displayed in the country budget tooltip
- Transfer of Power information is now displayed better
- The outliner now shows the number of currently active unpinned Player Objective challenges and Journal Entries
- Update to the construction queue's page buttons visuals
- Establish Trade Route Map List Panel can now sort markets alphabetically by name
- Updated text for convoy raiding order to better represent information to the player
- Right-align the Consumption tax cost in the add Consumption tax menu for better readability
- Removes decimals from Legitimacy modifier types

content.jpg

- Added decision to cancel surveys of Panama/Suez
- Added event greatly weakening the Shogunate if Japan is forced to open its market
- Skyscraper now has a Trade Nexus base PM as an option for Bureaucratic Nexus
- Changed the requirement for completing the Reading Campaign to only require 95% literacy.
- Made several repeating events fire less often
- Fixed various issues in 1848 content
- Expanded the name lists for North German, South German, North Italian, South Italian, and Thai cultures
- Added some variant unifier flags for Germany and Italy
- Germany's default flag is now the Black-Red-Gold tricolor
- Italy's default flag is now the Green-White-Red tricolor without the House of Savoy's coat of arms
- Conservative IGs such as the Landowners, Devout and Rural Folk now tend to be significantly stronger at the start of the game in most countries
- Fixed the large starting unemployment in several Decentralized Countries
- Reduced Hokkaido's population to historical levels
- Made events that strengthen abolitionism rarer in the USA
- Manifest Destiny decision now requires an Interest in the Pacific Coast
- Manifest Destiny now provide claims on the colonized split states of Mexico
- Alaska Purchase decision now has significantly easier requirements
- American West Expedition is now significantly easier to complete
- "The Dream" event for gold rushes no longer has one unequivocally better option
- Sub-Saharan African states now have more cultural homelands assigned to them
- Amended Great Qing flavor text to better fit its historical situation
- Reduced the urban center requirements for the Underground Railway Journal Entry from 30 to 20, and made the completion goal valid for cases where the country's capital and the country's market capital are in different states
- People's Springtime is now correctly triggered by a powerful Radical IG, not only through insurrection
- tanzimat_events.10 now requires Napoleonic Warfare
- migration_laws.6 now displays pop names correctly
- "A Tale of Hope" event no longer targets a null state
- "An Economic Prison" event no longer applies trade route effects to isolationist countries
- "Devout Scandal" no longer has a sentence starting with a lowercase letter
- "Elevating Our Situation" journal entry has been made less convoluted
- "Expand the East Indies Administration" is now visible whenever the Dutch East Indies exists
- "Mutually Beneficial" event now applies the correct popularity modifiers.
- "The Rogue Imperialist" event can no longer cause a diplomatic incident with yourself
- Austrian-formed Germany no longer has the Matter of Hungary Journal Entry
- Fixed many issues in cultural_homelands_events
- China now re-incorporates the states of the Heavenly Kingdom upon defeating the rebellion.
- Commanders can no longer cheat with their own spouses
- Defeat in the Opium Wars will now remove opium bans and opium ban Authority cost
- Countries with the Free Trade law can now remove trade bans but not add them
- Doctrine of Lapse decision for the British East India Company now has a proper cooldown of two years
- Elitist ideology now has a stance on theocracy
- Ethiopia now requires at least two fully controlled states to form
- Poland now requires only 5 Polish states to form rather than 7
- Event "Campaign Financing" now requires active parties to fire
- Expand Productive Building tutorial challenge now tests if the player can actually expand the target building an additional level before selecting it as a target building
- Italian nations classified as minor powers may now participate in Risoregimento
- Efficient Home Affairs modifier is now actually efficient
- Made the "Good Word of the Revolution" event less spammy
- Mustard Gas no longer permanently applies modifiers to states
- North German Federation, South German Federation, and Italy are now formable if all completion requirements are achieved before Nationalism is researched
- Numerous law enaction events will now fire properly, and not auto-cancel
- Paying for school supplies now costs bureaucracy instead of benefiting it
- Philip Sheridan's birth date is now correct
- Presidents in Republics now die less frequently
- Railway research bonus in the Atmospheric Engine tech event now requires all railway prereqs to be unlocked
- Resolved edge case where native_resettlement.4 has no options
- Resolved issue with error spam when China was annexed
- The Free States of America's name now shows up in its secession event
- The Ripper can no longer be a child or toddler
- Tooltip for "How to Reform your Government" tutorial will no longer flood the error log
- West America expedition now removes event tracking variables properly
- Bureaucracy tech no longer uses the same localization key as bureaucracy concept

modding.jpg

- Cleaned up defines to remove unused ones
- Renamed some defines to be more precise about what they do
- Exposed several parameters of character life expectancy calculation as defines

majorbugfixes.jpg

- Fixed font atlas not notifying the map system when textures where recycled, leading to garbled map names especially frequent in Chinese, Japanese, and Korean languages
- Enabled new logging system that prevents log files from growing too large
- Fixed overflows in politics related math that could lead to weird values for political strength of pops, or amount of votes in elections, and other such things
- Fixed an issue that led to most characters having a natural lifespan in excess of 90 years
- Fixed computation error that made it possible to have two highly profitable routes trading the same good back and forth between two markets
- Fixed an issue that made the "force open market" and "ban slavery" wargoals forbid the affected country from changing policy for 60 years instead of 60 months
- Fixed an overflow in gold reserves limit
- Fixed a bug that would cause garrison units to not recover morale
- Ensures that angry IGs always leave the government if able to do so, even when in a party
- Fixed an issue where tariffs would incorrectly be paid out to market owner from tariff-exempt trade routes
- Revolutionary and seceding countries can no longer engage in colonization until the civil war is over
- Discriminated Pops now have their Political Strength reduced by 90% as intended
- Pops in Unincorporated States now get a 50% penalty to Political Strength as intended
- Battalions are now assigned to battles in order of descending usable manpower (including Morale)
- Countries can no longer make progress on colonies in regions without maintaining an active Interest there
- Subjects no longer have to ratify a peace deal if their overlord does, even if they have diplomatic autonomy
- Expedition leaders are now always properly returned to service upon expedition conclusion
- Expeditions no longer automatically fail after turning back on the Niger River
- Expedition modifier for expedition taxes now removed upon expedition end
- Fixed general travel exploit that would allow to teleport generals by alternating orders towards the same destination
- Fixed a general travel duration exploit that was possible when giving several orders targeting different destinations, causing GENERAL_TRAVEL_OVERSEAS_SCALE to sometimes not be applied
- Fixed a bug where making a general return to a previous location during travel would sometimes apply GENERAL_TRAVEL_OVERSEAS_SCALE
- Military buildings are now unable to provide more Battalions or Flotillas than their level can support
- Fixed the bug when Cut Down To Size wargoal would liberate conquered states regardless of when they were acquired
- Fixed a bug that would cause only one admiral to be able to defend against naval invasions
- Fixed a bug that allowed an admiral to be able to naval invade a state that has no passable coastal provinces controlled by the enemy
- Fixed an issue that caused secessionist countries to not being able to be targeted by diplomatic plays even after they win the secession war
- Fixed a bug where Treaty Ports could give you access to markets in states outside the same state region
- Fixed bug where market access was not updated in states split due to ceding a Treaty Port or gaining independence
- Fixed the bug when status of convoy raiding wasn't displayed on the map nodes
- Combat unit allocation between commanders is now recomputed if a commander loses their role
- Failed or timed out Journal Entries won't be triggered by an Objective again unless marked as repeatable
- Fixed an error that caused the building tooltip to display incorrectly and produce error log spam when the building was built in a state with an apostrophe in its name
- Fixed commonly occuring crash caused by offscreen GUI VFX not being cleaned up properly
- Fixed crash when running out of cloud storage space for save files
- Fixed OOS for Elections when hot-joining
- Fixed a crash that would happen when the same peace deal is accepted at the same time in multiple wars
- Fixed crash when listing saves
- Fixed crash arising from cultural_homeland_events.1
- Fixed crash during commander generation

minorbugfixes.jpg

- Fixed issue with displaying country names for civil war countries
- Ensures the correct number of Battalions are reported for both Regulars and Conscripts on various panels and tooltips
- Death notifications no longer fire upon the retirement of a politician
- Fixed an issue in prediction tooltips where Peasant goods consumption was incorrectly calculated, causing price predictions to be wrong for certain goods
- Fixed an issue where price predictions for pop-consumed goods would get increasingly inaccurate the longer the game went on due to old data not being properly cleared
- Fixed flickering map mode in the culture panel
- Fixed front map markers not showing up correctly in Observer Mode
- Fixed overlapping text of the options in the Sway Country Panel
- Fixed overlapping text on the Nation Formation panel to not overlap
- Fixed text overlapping and alignment issues on the War Panel
- Fixed the Diplomatic Play title text to not overlap the flags when very long
- Fixed 'You' label being visible for other players in the War Panel in a Multiplayer game
- Fixed invalid diplomatic relations expandable tooltip
- Fixed wrong scope provided to on_sway_offer_rejected
- Added missing localization for is_direct_subject_of
- Fixed a missing texture that would appear in the war tooltip when the initiator of a diplomatic play had obtained all of their declared war goals
- Fixed an issue that made it possible to change government or military wage rates when the country wasn't actually paying any government / military wages
- Fixed incorrect text that would appear in the war tooltip when either side of a diplomatic play had obtained all of their declared wargoals
- Fixed notifications accidentally appearing twice when closed
- Fixed typo in Pop Properties tutorial lesson
- Fixed missing text for Annex Subject Diplomatic Play Tooltip
- Korean officers now wear clothes
- Male Academics and Capitalist pops no longer carry parasols
- Dinka slave pops are now properly naked
- The final fallback for character clothing is now peasant's clothes instead of a birthday suit
- The Confederate States of America should now always be called such during the American Civil War
- Taiping Rebellion war name is now properly localized
- Corrected spelling issues with Australian hubs and Theodore Roosevelt
- Commanders-in-Chief now use the correct Character background on their Character Panel
- Fixed unlocalized string in the load game button in the multiplayer game over screen
- Resolved several typos in the country flavor text for Parma, Modena, and Krakow
- Fixed spelling of "Van Diemen's Land", "Concepción", and "Legazpi"

* A known issue with loading 1.0.6 save games into 1.1 is that the Bureaucracy tech will be "forgotten" and has to be re-researched. If you don't want to do this in-game, you can fix it by running your game with the debug console enabled in the launcher, loading up your save game, opening the console, and typing 'research tech_bureaucracy'.

We hope you enjoy this update! Please continue to provide your feedback and make sure to let us know if you run into any other bugs so we can continue to improve the game for the next free patch 1.2. We will return to discuss our next plans for the future next Thursday!
Title: Re: Victoria 3
Post by: Syt on December 02, 2022, 02:40:45 AM
Good list, I think. I like seeing circle trades being addressed, and hopefully the AI will be better at doing economy and wars won't drag on forever.

Really curious to see how the legitimacy changes/penalties for having "non-compatible" parties in government will play out, and having the correct political power modifiers applying to non-accepted POPs.

I like that they now create better incentives for keeping discriminatory laws (keeps wages down for affected POPs, making businesses more profitable, creates loyalty for accepted POPs), and incentives for not incorporating every territory you get (by nerfing unincorporated states' POPs political power).

The dev responses in the thread also hint that more substantial (good) changes are coming to e.g. trade and a "correct" GDP calculation (i.e. value added, not all revenue of businesses which currently counts revenue at every stage of the production chain, which currently leads to inflated GDP numbers).

And I'm really looking forward to harbors providing more convoys, because - has anyone ever NOT gotten the "trade route needs more convoys" alert spammed ALL THE TIME? :D
Title: Re: Victoria 3
Post by: Syt on December 02, 2022, 02:52:53 AM
I really do hope we get a diplo rework at some point. Considering the level of simulation they attempt with economy, pops and politics, diplomacy seems weirdly boardgame-like, with fairly limited range of interactions or flexibility. (Not to mention the rigid  rules on wars that preclude intervening/joining existing wars, more bargaining/negotiation during the diplomatic play phase, distinguishing meaningfully between minor and major wars - like Britain immediately invading France over a dispute over an island in Indonesia instead of requiring some escalation, or better interactivity with subjects.)
Title: Re: Victoria 3
Post by: Syt on December 02, 2022, 07:01:08 AM
The map font always seemed a bit familiar ...

(https://i.postimg.cc/NFZLGs3M/image.png)
Title: Re: Victoria 3
Post by: grumbler on December 02, 2022, 10:54:21 PM
But they are leaving in the ludicrous costs for expeditions?  Or did they fix that already?
Title: Re: Victoria 3
Post by: Josephus on December 03, 2022, 09:40:28 AM
Quote from: Syt on December 02, 2022, 02:40:45 AMAnd I'm really looking forward to harbors providing more convoys, because - has anyone ever NOT gotten the "trade route needs more convoys" alert spammed ALL THE TIME? :D

Yeah in my first couple games I kept building and uprgrading more ports, but now I ignore it.
Title: Re: Victoria 3
Post by: Syt on December 05, 2022, 03:13:34 AM
Wanted to finish my US playthrough on the weekend, but then I realized that I had loaded it with the wrong set of mods that changed some things I didn't like. And of course V3 lets you load save with additional mods, but not if you remove mods. So ... yeah. :P
Title: Re: Victoria 3
Post by: Syt on December 05, 2022, 10:12:26 AM
Wouldn't be a Paradox patch without new surprise mechanics. I ran two observer games while working, but this is from the bug forums:

- several POPs (Capitalists, Shopkeepers, Bureaucrats at least) in factories become politically inactive (would explain why I saw 75% trade union clout in Absolutist Prussia ... )
- AI sometimes seems to not man fronts. E.g. I saw US not sending a single general to fight natives during colonization (even though they had some mobilized), and I don't seem to be the only one seeing that.
- Legitimacy calculation for reforming government seems broken at the moment

Those seem to be the biggest ones so far. Fingers crossed for a hotfix.  <_<
Title: Re: Victoria 3
Post by: Tamas on December 05, 2022, 10:28:56 AM
Quote- AI sometimes seems to not man fronts. E.g. I saw US not sending a single general to fight natives during colonization (even though they had some mobilized), and I don't seem to be the only one seeing that.

That was sometime an issue in previous versions as well.
Quote- Legitimacy calculation for reforming government seems broken at the moment

Has this been confirmed? They changed the calculations rather drastically, maybe/hopefully its just people complaining before reading?
Title: Re: Victoria 3
Post by: Syt on December 05, 2022, 10:55:35 AM
Quote from: Tamas on December 05, 2022, 10:28:56 AMHas this been confirmed? They changed the calculations rather drastically, maybe/hopefully its just people complaining before reading?

https://forum.paradoxplaza.com/forum/threads/victoria-iii-reforming-government-legitimacy-score-is-not-calculated-properly.1560879/

QuotePlease explain the issue you experienced in the most condensed way possible
No matter the composition of a government, the legitimacy score is calculated weirdly, giving mostly 80-99 values when every IG is in it.

Please explain how to reproduce the issue
Play as any nation, put everyone in the government, enjoy your high legitimacy score.

QuoteThank you for reaching out to us with a report on issues you've encountered with legitimacy not being coherent with the amount of IGs added to the government.

Luckily, this was already spotted internally, and the team is trying to look for solutions to tackle it. Nonetheless, I'll make sure to forward your thread to the bug database entry.

There are some "moaners" (e.g. Oligarchy allowing bigger ideological mismatch than Republic between government members), but this seems separate. It might be related to certain POPs becoming politically inactive, giving outsized clout to some IGs which then makes ideology not matter too much? Unsure.
Title: Re: Victoria 3
Post by: Syt on December 05, 2022, 10:58:58 AM
Quote from: Tamas on December 05, 2022, 10:28:56 AMThat was sometime an issue in previous versions as well.

Sure, but not like this, I think?

(https://i.postimg.cc/c4Mvvmtf/20221205104802-1.jpg)

(https://i.postimg.cc/nhTrVh9x/20221205105648-1.jpg)
Title: Re: Victoria 3
Post by: Syt on December 05, 2022, 11:05:06 AM
On the issues of IG clout - this is in 1901.

(https://i.postimg.cc/q7MLgqmx/image.png)

(https://i.postimg.cc/Xv3fmqS0/image.png)

(https://i.postimg.cc/2yXTfDd7/image.png)

Industrialists were marginalized in all three economies.
Title: Re: Victoria 3
Post by: Tamas on December 05, 2022, 11:11:52 AM
FFS Paradox.

Thanks Syt.

I think the clout thing is a fairly easy fix? I'll check when I am done working and create my mini-mod, probably, instead of waiting for a hotfix.
Title: Re: Victoria 3
Post by: Syt on December 05, 2022, 11:11:57 AM
Quote from: Syt on December 05, 2022, 10:12:26 AM- AI sometimes seems to not man fronts. E.g. I saw US not sending a single general to fight natives during colonization (even though they had some mobilized), and I don't seem to be the only one seeing that.

Confirmed bug: https://forum.paradoxplaza.com/forum/threads/victoria-iii-nations-arent-manning-their-frontlines-or-arent-mobilizing.1560904/
Title: Re: Victoria 3
Post by: Syt on December 05, 2022, 11:14:13 AM
Quote from: Tamas on December 05, 2022, 11:11:52 AMFFS Paradox.

Thanks Syt.

I think the clout thing is a fairly easy fix? I'll check when I am done working and create my mini-mod, probably, instead of waiting for a hotfix.

There's one for the political inactivity of pops: https://steamcommunity.com/sharedfiles/filedetails/?id=2897906895

QuoteFixes the 1.1 Bug that causes Capitalists and bureaucrats and shopkeepers to have no interest in politics.

I'm honestly a bit annoyed. Sure, unexpected bugs can sneak in. But stuff like this which breaks key features advertised for the patch is incredibly frustrating.
Title: Re: Victoria 3
Post by: Tamas on December 05, 2022, 12:07:18 PM
Yeah its a bummer I was looking forward to starting a game but with the legitimacy thing I am not keen on it.
Title: Re: Victoria 3
Post by: Syt on December 05, 2022, 01:44:56 PM
Really weird one. Now, they added toast pop ups for a number of events (I'll stick with my settings for now, thank you) but not really any customization options for notifications.

However, they added this thing:

(https://i.postimg.cc/Gtyz5B8R/image.png)

Which just echoes the number you get on the left hand side:

(https://i.postimg.cc/Vsr76h7h/image.png)

Keeping in mind that the right hand side can already get pretty crowded:

(https://i.postimg.cc/bYxt3HdJ/image.png)

I could of course change UI scaling to 100% (I have it at 150%), but I don't think the eye strain is worth it. :P

(https://i.postimg.cc/R9BqTt1k/image.png)

(I shudder to think what it's like in 1080p - not a dig at people with that resolution, more of a dig at Paradox for their design choices there.
Title: Re: Victoria 3
Post by: Syt on December 05, 2022, 01:53:38 PM
Giving France a go with the mod to fix capitalist etc. political inactivity. They start with industrialists in power (King being Industrialist :unsure: ). They start with slightly over 50% lgitimacy, and whoever I try to put in power brings it down due to ideological differences.

After a year or so I got messages about the government being illegitimate, so I checked their clout:

(https://i.postimg.cc/zGbWSmhm/image.png)

I guess building a whole bunch of farms at the start of the scenario to improve food supplies had a stronger effect than expected (Rural Folk jumped up).

And low legitimacy drove up radicalism till a number of new jobs became available:

(https://i.postimg.cc/5yD9fr2v/image.png)
Title: Re: Victoria 3
Post by: Syt on December 05, 2022, 03:14:30 PM
Ok, so initially, I could not form a legitimate government, because any combination of more than one party resulted in low legitimacy.

Now, however, I have everyone in government (except marginalized Trade Unions, who have 2.0% clout), and this is the result:

(https://i.postimg.cc/vZmRPsLm/image.png)

Government is monarchy which gives 10% additional ideology penalty, but you get 20 legitimacy from including the head of government's IG. Census vote gives another 10% penalty, but it also gives a multiplier of 50 and 70 respectively for the level of clout and number of votes in government. So having 97.9% of clout and 99.9% of votes gives almost the full amount which, together with HoG bonus cancels out the ideology penalty.

A few caveats:
Historically, you might see broad "unity" governments at various points in time, though those usually happen in times of crisis. Also, until more extreme laws become available, I guess ideological differences might still be small enough to not be as much of a hindrance as when you have communists and fascists later in the game, and other forms of government/power later give higher (or lower) penalties to those differences.
Title: Re: Victoria 3
Post by: Syt on December 05, 2022, 03:23:30 PM
Oh, and for good measure there's a bug that increases radicals, not loyalists at high legitimacy. :bleeding: :lol:

https://forum.paradoxplaza.com/forum/threads/victoria-iii-radicalism-from-legitimacy-86.1560952/
Title: Re: Victoria 3
Post by: Tamas on December 05, 2022, 04:10:14 PM
Quote from: Syt on December 05, 2022, 03:23:30 PMOh, and for good measure there's a bug that increases radicals, not loyalists at high legitimacy. :bleeding: :lol:

https://forum.paradoxplaza.com/forum/threads/victoria-iii-radicalism-from-legitimacy-86.1560952/

:bleeding:
Title: Re: Victoria 3
Post by: Tamas on December 05, 2022, 04:33:14 PM
This is really ridiculous, like, I know there must be a crapton of stuff to test after the big changes they introduced, but the political game (THE major focus of the patch) sounds entirely broken.
Title: Re: Victoria 3
Post by: Tamas on December 05, 2022, 05:17:09 PM
Quote from: Syt on December 05, 2022, 03:14:30 PMOk, so initially, I could not form a legitimate government, because any combination of more than one party resulted in low legitimacy.

Now, however, I have everyone in government (except marginalized Trade Unions, who have 2.0% clout), and this is the result:

(https://i.postimg.cc/vZmRPsLm/image.png)

Government is monarchy which gives 10% additional ideology penalty, but you get 20 legitimacy from including the head of government's IG. Census vote gives another 10% penalty, but it also gives a multiplier of 50 and 70 respectively for the level of clout and number of votes in government. So having 97.9% of clout and 99.9% of votes gives almost the full amount which, together with HoG bonus cancels out the ideology penalty.

A few caveats:
Historically, you might see broad "unity" governments at various points in time, though those usually happen in times of crisis. Also, until more extreme laws become available, I guess ideological differences might still be small enough to not be as much of a hindrance as when you have communists and fascists later in the game, and other forms of government/power later give higher (or lower) penalties to those differences.

Found the lead designer saying this about the "mega coalitions" on Reddit:

QuoteAlright, let's unpack this a little. But before I do so, an assurance that this is an unintended side effect of the Legitimacy revisions that is being worked on internally already.

Your decisions in forming a government is based on two main factors:

How high a Legitimacy level you can get with that government

How easy and quick it is to pass the laws you want with that government

With the current system, by tossing every Interest Group in government you're maxing out #1 while really harming #2.

With the former system, you'd only be about to put 2-3 groups in government at one time if you cared about passing laws, because otherwise the Legitimacy penalty would be so high you'd never be able to, in addition to outcomes at enactment checkpoints often being less than favorable. But if you didn't care about passing laws, you could put anyone you wanted in there, it didn't really matter.

The way the current system works, if you put 2 groups in power that oppose each other, your Legitimacy will be very poor because even though they may be the two strongest groups, they're also extremely ideologically incoherent together. But once incoherence is maxed out by these two incompatible groups, if you only care about #1 you may as well toss in the rest as well, since they won't make the difference of opinions worse (assuming you don't care about #2).

So the system does prevent two incompatible groups from working well together, but it doesn't increase those penalties if more moderate groups are also made part of a ruling coalition. We recognize this is not great and we're actively working on solutions, but remember there are trade-offs beyond Legitimacy.

QuoteYeah, I don't disagree with you that in the new system, Legitimacy is much more important (that was the point, after all) and maxing it will usually be more important than efficient law enactment. We're testing an alternate way of computing incoherence now that we think works better and should discourage these mega-coalitions.
Title: Re: Victoria 3
Post by: Syt on December 06, 2022, 12:15:56 AM
I guess I get what they were going for (you have everyone represented = legitimate government), but opposing ideologies in government together should be more of an issue than "laws take longer" (unless they up the enactment time to multiple years). Opposing ideologies in government could also give additional radicalism for those pops ("We have to work with THEM????") - the effect should be none/low at small divergence, but grow exponentially the higher it is.
Title: Re: Victoria 3
Post by: Syt on December 06, 2022, 02:49:52 AM
Didn't know this was a bug:

QuoteStart a construction in a nation with construction sectors. Leave construction paused Monday - Saturday. On Sunday night unpause construction and pause it again Monday morning. This will count as a full week of construction but won't cost you anywhere near as much as it should if you were letting the construction run all week.

It's not fixed in 1.1, apparently, and some call the game "unplayable" for it ... I don't know - maybe ... don't use the exploit if it bothers you? :unsure:
Title: Re: Victoria 3
Post by: The Brain on December 06, 2022, 02:58:49 AM
Yeah cause there's no cheating in the construction sector IRL. :rolleyes:
Title: Re: Victoria 3
Post by: Josephus on December 06, 2022, 06:29:34 AM
So I'm having an issue with legitimacy now. The communist party won.
My legitimacy is very low. Too low to change laws.
But the Rural Folk, who along with the intelligentisa, make up the Communist Party, are angry so I can't put theminto the government. (they are both in opposition)
So I'm caught in a trap and not sure what to do.
I'm a bit annoyed that the rural folk are fillibusting the government. It's annoying because all game long I've been supporting the intelligentsia, but these rural folk are holding them back.
What do I do?
Title: Re: Victoria 3
Post by: Tamas on December 06, 2022, 06:45:57 AM
Ok Kerensky  :D

Title: Re: Victoria 3
Post by: Tamas on December 06, 2022, 10:45:54 AM
I am thinking I'll just mod all legitimacy effects on loyalty/radicalism to zero for the time being, until they fix the bug, I assume that should solve whatever is going on there. Apparently when you reorganise the government, the erroneous  effect of high legitimacy increasing radicalism may or may not trigger, meaning if you see it happening you can try removing an IG and adding it back to make it go away... but I am pretty sure the AI isn't aware of that. :P
Title: Re: Victoria 3
Post by: Tamas on December 06, 2022, 03:35:54 PM
I wonder if something changed or I am just unlucky in my benchmark Austria game. I have been wanting to do my standard political play of going for one of the couple 10-20% chance law enactments which would start reducing aristocratic clout but they are always run into the ground as in reaching 0% chance of success. Its 1844 and I haven't been able to pass either of those laws.
Title: Re: Victoria 3
Post by: Syt on December 06, 2022, 04:21:54 PM
Have you checked what the odds for pass/stall etc. are on each roll, by mousing over the % chance?
Title: Re: Victoria 3
Post by: Tamas on December 06, 2022, 04:39:38 PM
Quote from: Syt on December 06, 2022, 04:21:54 PMHave you checked what the odds for pass/stall etc. are on each roll, by mousing over the % chance?

Yeah, thanks, its just that all I had to do previously with such low pass chances was to wait until the inevitable events giving +15/20% chances - I almost never felt like I should give up. Thinking about it, perhaps the chance of these positive events have been toned down.
Title: Re: Victoria 3
Post by: Syt on December 07, 2022, 01:43:45 AM
Oooh ...

https://steamcommunity.com/sharedfiles/filedetails/?id=2898482972

QuotePop Needs are no longer hidden below two layers of clicking!

Mod changes:

- Five top consumption goods show in the detail panel (note: this is just for the first group when the pop is expanded)
- Five top consumption good also visible in the expanded detailed pop item if needed (see other images)
- Pop detailed list have been resized


Planned Update: Pop Needs in overview tab.

(https://steamuserimages-a.akamaihd.net/ugc/2015954119396731293/03FA66F6E3BBFAA9CFCB811314AD209E746A4C5E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false)

(https://steamuserimages-a.akamaihd.net/ugc/2015954119396737924/F20827E91002C1340E0B43B009049CB87A06E034/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false)

It's crazy how many QoL UI mods are out there at this point, and I hope Paradox takes note of it. I think their UIs have gotten a lot better in general over the years (well, decades at this point), but V3 feels like a huge step back in making data available for a game that heavily relies on that data for players to make informed decisions.

I know from my own projects that QoL often takes the backseat to core features, but I feel for a game with the attempted complexity of V3 QoL is a core feature.
Title: Re: Victoria 3
Post by: Tamas on December 07, 2022, 10:18:25 AM
1.1.1 coming tomorrow. I am excited to see what fresh things will be broken. :P
Title: Re: Victoria 3
Post by: Syt on December 07, 2022, 10:39:32 AM
With the public holiday tomorrow, I was hoping to spend the week playing some V3 1.1, but after the initial disappointment of Monday's patch ... :rolleyes:

Anyways, I've spent the time updating my CK3 modlist in the meantime; 1.8 patch fixed some issues that were causing some mods not to play nice with each other, and I even got More Bookmarks to work, and almost all mods I use have been updated since release last week (plus an unofficial 1.8 bugfix mod to erase some bigger issues the patch had on launch). :P
Title: Re: Victoria 3
Post by: Syt on December 08, 2022, 04:08:16 AM
QuoteHello Victorians!

Today we released a minor patch to correct some issues, and we're planning to follow it up with 1.1.2 next week for some additional adjustments.

Please report any issues in our bug report forum or submit a support ticket. Thank you!

AI
- Fixed a bug where AI breaks off pacts to save Influence even when they're not the ones paying


Localization
- Fixed a few unlocalized Russian custom loc strings (RU_CL...)


Major Bug Fixes
- Fixed a bug where the Capitalists, Shopkeepers and Bureaucrats had no default Interest Group attraction value, causing them to be Politically Inactive unless they worked in a Trade Center
- Fixed a bug that caused regressive political movements to be much more common than progressive ones
- Fixed a bug that caused Morale Loss to scale negatively with the number of troops in battle
- Fixed random crash on startup when reading in game data
Title: Re: Victoria 3
Post by: Tamas on December 08, 2022, 04:37:25 AM
Quote- Fixed a bug that caused regressive political movements to be much more common than progressive ones

I am eager to see this fix, I was noticing that I seemed to be only getting reactionary political movements.
Title: Re: Victoria 3
Post by: Tamas on December 08, 2022, 01:42:07 PM
Quote from: Tamas on December 08, 2022, 04:37:25 AM
Quote- Fixed a bug that caused regressive political movements to be much more common than progressive ones

I am eager to see this fix, I was noticing that I seemed to be only getting reactionary political movements.

Quickly showed up (and I suspect this has been a bug/issue since 1.0), starting Austria the first political movement was for enacting racial segregation (which of course is progressive in Austria). I don't remember ever seeing that as a movement.
Title: Re: Victoria 3
Post by: grumbler on December 08, 2022, 03:44:25 PM
Politics is still fucked up. 

I started a game as the USA, because that's the nation I had played more than a few years.  Andrew Jackson was president, as usual.  What was not usual was that he and the Farmers IG were governing alone, with 0 perent legitimacy.  Both the Whigs and Democrats were in opposition.

I fixed that by brining the Whigs into government, where the Farmers joined.  The Whigs had received 77% :o of the vote in the 1832 election, so legitimacy shot up to 75% and I could start passing laws.  For those not familiar with US elections, the Whigs historically got 37% of the vote in the 1832 election, and Jackson was a Democrat, not a Whig).

In June, though, legitimacy collapsed to 7% when the Farmers, for no reason, decided to leave the Whig Party.  The government was exactly the same except for the Farmers leaving the party.  On the cusp of passing Dedicated Police Force, which they very much endorsed, the Farmers (happiness 16, the highest of any IG) decided to sabotage everything.  I had to kick them out of government to avoid the -61 "Government Ideology Penalty" (whatever that is).  So Jackson is president but his IG is in opposition.  :frusty:

Did the devs even bother to test this stuff?  I fucking hate it when some devs make a game that is 90% Bavarian Layered Chocolate Cake but is unplayable because the other 10% is diarrhea frosting.
Title: Re: Victoria 3
Post by: Syt on December 08, 2022, 04:30:36 PM
Quote from: Tamas on December 08, 2022, 01:42:07 PM
Quote from: Tamas on December 08, 2022, 04:37:25 AM
Quote- Fixed a bug that caused regressive political movements to be much more common than progressive ones

I am eager to see this fix, I was noticing that I seemed to be only getting reactionary political movements.

Quickly showed up (and I suspect this has been a bug/issue since 1.0), starting Austria the first political movement was for enacting racial segregation (which of course is progressive in Austria). I don't remember ever seeing that as a movement.

Playing as France I got a movement to install presidential republic in the 1840s (the landowners got a Republican leader). Of course pretty much everyone and their dog threatened revolution over this when I tried to enact it, so it didn't go anywhere. :D Also got a movement to enact right to assembly (I have Censorship).
Title: Re: Victoria 3
Post by: Tamas on December 08, 2022, 04:32:53 PM
I mean, setting aside how much it does not represent US party affiliations at the time, it sounds like just political shifts to deal with. The coalition of IGs collapsed and the government was an ineffective mess until the uppity IG was kicked out of the government.
Title: Re: Victoria 3
Post by: Syt on December 08, 2022, 04:40:30 PM
Quote from: grumbler on December 08, 2022, 03:44:25 PMPolitics is still fucked up. 

I started a game as the USA, because that's the nation I had played more than a few years.  Andrew Jackson was president, as usual.  What was not usual was that he and the Farmers IG were governing alone, with 0 perent legitimacy.  Both the Whigs and Democrats were in opposition.

I fixed that by brining the Whigs into government, where the Farmers joined.  The Whigs had received 77% :o of the vote in the 1832 election, so legitimacy shot up to 75% and I could start passing laws.  For those not familiar with US elections, the Whigs historically got 37% of the vote in the 1832 election, and Jackson was a Democrat, not a Whig).

In June, though, legitimacy collapsed to 7% when the Farmers, for no reason, decided to leave the Whig Party.  The government was exactly the same except for the Farmers leaving the party.  On the cusp of passing Dedicated Police Force, which they very much endorsed, the Farmers (happiness 16, the highest of any IG) decided to sabotage everything.  I had to kick them out of government to avoid the -61 "Government Ideology Penalty" (whatever that is).  So Jackson is president but his IG is in opposition.  :frusty:

Did the devs even bother to test this stuff?  I fucking hate it when some devs make a game that is 90% Bavarian Layered Chocolate Cake but is unplayable because the other 10% is diarrhea frosting.

My game as France at the moment is not quite as bad. However, I've very much empowered the military, who joined in a party with church and petite bourgeoisie, so not much social modernization going on.

I admit I pay little attention to whether characters are attached to the right parties any more because it usually makes little historic sense. (Funnily, that kind of alt-hist stuff is what I dislike about HoI4, but I find I'm a lot more forgiving in this game.)

Legitimacy mostly makes sense in the governments I've had (the ruling party got 70% of the vote and the parties "fit" well together, so I have full legitimacy). I tried the exploit(?) of putting everyone into government a few times but it never jumped up to full legitimacy again after the new patch. Maybe they fixed it, maybe I've been "lucky". :P

Not playing very seriously at the moment (don't want to get too invested in a game on current patch). As France I mostly go warmongering while managing infamy. I'm gobbling up Italy very slowly and North Africa with a little colonizing. Because I'm at war every few years (and occasionally have to call up conscripts) my economy, while doing not too terribly, is still lagging behind the UK in 1858, and my SoL is also not doing too hot. Most of the world is not happy with me, so expanding my market "softly" through protectorates is not happening at the moment.
Title: Re: Victoria 3
Post by: Tamas on December 08, 2022, 05:09:28 PM
I finally had the 1848 event chain fire in the mid-1860s. And I am thinking.. those events kind of make it easier to enact major progressive reforms without triggering a civil war - although there'll be lots of turmoil. This is due to the events turning IG leaders Radical.

Now I guess this is probably good - there's an explosion of popular support for those ideas, so why not.

But to better simulate how these movements were channelled into national independence movements in Austria, I'll probably return to my mod of requiring only 30-ish percent Turmoil to start secession movements, instead of the vanilla 50 (which makes it next to impossible for them to happen).
Title: Re: Victoria 3
Post by: Syt on December 08, 2022, 05:25:42 PM
I'm thinking that Nationalism in incorporated states should give a big (bigger?) raise to radicalism for POPs who are not primary culture. Radicalism should be higher if they're in their homeland and/or if they're discriminated against.

With pan-nationalism you could give a similar raise (making unaccepted non-primaries even unhappier), but this time include unincorporated states (i.e. colonies) to give a base radicalism there as well.
Title: Re: Victoria 3
Post by: Syt on December 08, 2022, 05:26:30 PM
I did get the 1848 events, actually. Not much happened in other countries, though, I think (and I went moderate instead of embracing it).
Title: Re: Victoria 3
Post by: Tamas on December 08, 2022, 06:07:23 PM
I think performance for me is now worse than before 1.06. Definitely way, way worse than with 1.06. IIRC Paradox acknowledged they are looking into it.
Title: Re: Victoria 3
Post by: grumbler on December 08, 2022, 07:16:37 PM
Quote from: Tamas on December 08, 2022, 04:32:53 PMI mean, setting aside how much it does not represent US party affiliations at the time, it sounds like just political shifts to deal with. The coalition of IGs collapsed and the government was an ineffective mess until the uppity IG was kicked out of the government.

If actual countries had these kinds of "political shifts" where the legitimacy of the government were to collapse by 70% only sixth months after being installed, when nothing else had happened and the IGs were all agreed on the law under consideration, we'd call them all "Italy."

I don't mind the idea of shifting politics.  That happens in real life and is what causes even long-term parties to move in and out of power.  What I mind is moronic shifting politics for no reason at all, and the assumption that all democracies are parliamentary coalitions, with parties and IGs freely able to join or leave the governing coalition.  In the case of the US, an election was six months away, and parties could wait for the results before acting.

The market system works.  The diplomatic system works.  The military system sort-of works if you just ignore the fact that no professional 19th C army was purely territorial.  But these are all shackled to the corpses of the building system and the political system.  One corpse can be forgiven among friends.  Two is a corpse too far.
Title: Re: Victoria 3
Post by: The Minsky Moment on December 08, 2022, 07:35:48 PM
Quote from: grumbler on December 08, 2022, 07:16:37 PMthe assumption that all democracies are parliamentary coalitions, with parties and IGs freely able to join or leave the governing coalition.

This has been a problem from the beginning.  The game does not attempt to model presidential systems.
Title: Re: Victoria 3
Post by: Syt on December 09, 2022, 01:53:47 AM
On the farmers leaving the government - How was the radicalism of their supporters? Since radical POPs give approval penalties to the IGs they support, it might affect their opinion enough to push them out of government, e.g. through SoL drops or similar?

What I have noticed, though, is that there seem to have been no changes to government setups at the start of the game to take into account the mechanical changes, so pretty much any country you start with now requires a government reform before you unpause.

Personally, I play with the Better Interest Groups Attraction mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=2881590888

QuoteBetter Interest Group Attraction adds a significant amount of depth to how pops choose which interest groups to join. In base game Vicky 3, pops mostly align with interest groups according to fixed ratios based on their profession, which is then modified by IG leader popularity. This makes pops far too static and lifeless, blindly supporting an interest group based on their profession with little regard to what's actually happening in your country. Moreover, even the fixed values Paradox implemented can lead to weird results, such as the Southern Planters being weaker than the Rural Folk in Virginia at game start.

This mod adds a large number of modifiers to interest group attraction based on factors such as the type of building a pop is employed in, how wealthy the pop is, and what laws are currently active. It also adjusts several base attraction values to fix some bugs and poor design choices that Paradox failed to correct before release.

The result is that pops align with interest groups based on their actual interests, and will react to the way you play the game. Thrust multiculturalism upon your uneducated populace? Watch them flock to the populism of the Petite Bourgeoisie. Build up a large arms industry and declare a bunch of rivals? Don't be shocked to see a massive Armed Forces IG lusting for war. Refuse to enact even token economic reforms? Looks like everyone's joining the Trade Unions. In general, the game should feel more realistic and harder to cheese, with your pops sorting themselves into interest groups based on what's important to them.
Title: Re: Victoria 3
Post by: Syt on December 09, 2022, 01:55:58 AM
Quote from: The Minsky Moment on December 08, 2022, 07:35:48 PM
Quote from: grumbler on December 08, 2022, 07:16:37 PMthe assumption that all democracies are parliamentary coalitions, with parties and IGs freely able to join or leave the governing coalition.

This has been a problem from the beginning.  The game does not attempt to model presidential systems.

I hope that in the future we will see a more granular political system, with proper parliamentary make ups, different voting laws (fptp, proportional system etc.), different styles of executives and distributions of power e.g. between head of government and head of state. But that will probably more of a DLC type of thing. :P
Title: Re: Victoria 3
Post by: Tamas on December 09, 2022, 04:41:06 AM
That mod sounds promising Syt, but I wonder if the more basic vanilla version can be wonky how possible it is to balance the level of depth it implies.
Title: Re: Victoria 3
Post by: Syt on December 09, 2022, 05:39:41 AM
A fair concern, and he may be overcompensating at this point. He buffed armed forces attraction in latest update, and in 1860s France I have 50+% clout for the military (I have a fair number of generals and barracks, but it still feels extreme ... however Louis Napoleon also adds a lot of strength to them at the moment, so might be WAD? :unsure: ).

On the plus side, he's one of the few modders who actually does proper change notes for his mod; you can check them here: https://steamcommunity.com/sharedfiles/filedetails/changelog/2881590888
Title: Re: Victoria 3
Post by: Tamas on December 09, 2022, 02:37:37 PM
Still, I like how the political situation can develop and how you can manage it. Realism can be improved sure but its still a bit of a first in grand strategy games I think.

e.g. I was facing a revolution by the armed forces over me having introduced universal rights in lieu of secret police. I had to placate their radicals somehow, so checking what laws they wanted I start enacting democratic republic. Sure, like a year later things got bad enough to see a conservative revolution boiling over this so I cancelled and the armed forces hasn't returned with their own revolution yet, but its still something.

And now my bulwark of progress, the Intelligentsia, has received an Anarchist leader and they have left the decades long Progressive IG coalition to form their Anarchist Party, turning into the main opposition force while the Progressives remain in government, constituted by the Rural Folk and the Armed Forces (most leaders are Reformers still thanks to the 1848 events firing then years ago in the 1860s).

BTW I have just seen the first ever AI-formed Germany, although I (Austria) didn't do anything to resist it forming. Also Russia had a fascist revolution in the mid-70s and now a presidential dictatorship.

But the speed is atrocious I am just about ready to give up. Hopefully they'll fix this in next week's update.
Title: Re: Victoria 3
Post by: Syt on December 09, 2022, 04:52:16 PM
I had a look around Europe in my 1870s Europe game. Almost all countries have political movements pushing for liberal reforms - more progressive voting rights, right of assembly, worker protection, minimum wages etc.

In my country, the industrialists (in opposition) were demanding Laissez Faire and were actually ready to start a revolution over this. :D

(It was very welcome, with Military and Church/Landowners locked into power there was very little I could do to move laws forward :P )
Title: Re: Victoria 3
Post by: Syt on December 10, 2022, 04:12:45 PM
Quote from: Tamas on December 09, 2022, 02:37:37 PMBTW I have just seen the first ever AI-formed Germany, although I (Austria) didn't do anything to resist it forming.

I've been waiting for an opportunity to snatch Lombardy & Venetia from Austria, but then this happened:

(https://i.postimg.cc/PTrQ71zX/20221210214400-1.jpg)

(I had forced Austria to release Bohemia previously.)

The world is a bit of a mess:

(https://i.postimg.cc/HdZ91jBQ/20221210214413-1.jpg)

Yes, Peru-Bolivia is a Russian puppet (they also have Venezuela and Denmark as protectorates). Britain turned Republic in the 1870s.

I'm in 1891 and the game is starting to slow down. I've been chasing GB to become #1 in ranking, but now Germany has jumped handily past both of us. I'd work towards destroying Germany, but everyone hates me (even though I have only 20 infamy at this point). :(

(Been playing with Anbeeld's AI mod and better IG attraction.)
Title: Re: Victoria 3
Post by: Tamas on December 11, 2022, 05:46:26 AM
I won't play seriously before next week's next hotfix, but I was running an observer game into late 1860s to test re-introducing some of my earlier modding, reducing the prereqs for secession movements and somewhat even more restrictions on migrations - the ethnicity shuffle between the Asian and Balkan parts of the Ottomans seem noticeably less severe in 1.1.1 than before but still mighty annoying.

Anyhow, one thing I noticed is the AI is having fewer provinces in turmoil, in Prussia's case I think it's because their berserk behaviour seems totally gone, but other countries have notably fewer as well.

My earlier observation continues that diplomacy, or rather diplomatic AI is by far the weakest thing in the game. Its simplicity (despite how nice the diplomatic play mechanic is) and the AI's absolute stupidity is in glaring contrast of the other systems. Plus it's kind of ringfenced from the other systems by not being linked to internal politics.

Oh and the US AI with its front allocations and such really is terrible.
Title: Re: Victoria 3
Post by: Syt on December 11, 2022, 06:10:16 AM
I decided to keep playing my France game and actually went through some butt-clenching moments. I wanted to puppet Wadai (Chad) in Africa. 5 infamy, and I had 19 infamy, so safe, right?

Germany decides to side with Wadai. So I'm locked into a long war of attrition against Germany. I had 500+ divisions and mobilized another 500+ conscripts, just to hold the line. Eventually I managed to force a peace where they ceded Venetia and Lombardy, after I landed troops in Holstein and Dalmatia.

However, in the meantime, some decentralized nation started an uprising, so I couldn't demobilize my 1150 division (you can imagine what my budget looked like at that point ... ). And when that affair was wrapped up, the US was in a play against Mexico ... whom I had a defensive alliance with. I wanted to abandon them, but US had declared wargoals (liberate Corsica & Tuscany) against me, so I couldn't. So I shipped 1,000 divisions over (keeping a few in Africa, because there was ANOTHER uprising). I had unlocked some new techs, but didn't want to use them because of the new equipment penalty.

The war in the US dragged forever. Mexico sucked, I went bankrupt, and Mexico had to capitulate. USA was still not ready to white peace me. So I decided to go and invade their shores a bit. While waiting for the landings, I got an "undefended front" warning ... bloody Yanks had landed in Southern France and had 600 divisions on shore. I managed to push them back and make some bridgeheads in Florida/Alabama to eventually white peace them before having to declare bankruptcy again.

We have peace at last, but my weekly budget is still 400k negative per week (before the war it was 80k positive). :D

Oh during the war I got a movement to switch to parliamentary republic, but I had to stop it because it was fostering a revolution. -_-
Title: Re: Victoria 3
Post by: Syt on December 12, 2022, 01:29:07 AM
I really hope they sort out performance, though. Again. Around 1890 the game slows down notably, and playing from 1900 - 1913 was quite the slog. <_<
Title: Re: Victoria 3
Post by: Syt on December 13, 2022, 01:57:57 AM
Finally stopped my France game in 1920. Besides the game becoming slow, the UI became incredibly sluggish, even when paused, and restarting the game didn't help. Running Anbeeld's AI mod sure didn't help. I had a GDP of 2B, and was in 4th place behind USA, Britain and Super-Germany.

I started getting into the micro with my economy in the end game, though. I had a number of industries that were not productive, even though their goods were in high demand. Lowering the minimum wage alleviated that a bit, but I also had run out of bodies for the factories. So it became a game of balancing industries between optimal resource usage and keeping excess production low (if there were no export markets), while also keeping automation high enough to keep manpower usage low, plus managing exports/imports. Of course some goods shortages were due to my goods being exported away (I had free trade, and I tried to change back to protectionism twice, but the industrialists were radicalized each time and started revolutions, so I backed down).

Not sure if it was due to the mod, but my radicals & turmoil were kinda hard to manage. With factories becoming profitable/non-profitable there was a constant churn of people getting radicalized for:
1. drop in SoL.
2. being fired.
3. being fired from a company they held shares in.
Meanwhile, you can only compensate by increasein SoL - people don't seem to lose radicalism when they get back into a job, or get shares in a company.

So, despite having 31 SoL across the nation, the highest in the world, people would constantly radicalize over this. I came to see <15M radicals out of 90M as "low"; I was frequently >30M. Also, I never had enough wine, no matter how many farms with vineyards I built (demand was 25k while producing/importing 15k; no exports).

I hope trade and tariffs will get more detail. Currently your trade policies applies to all products, with a uniform tariff applied and just generic "protect domestic production" or "encourage exports" settings. I hope we will get granular per-product settings at some point, with approval bonus/penalties tied to the respective POPs (change tariffs on grain => POPs in grain farms are affected). Because this could be micro hell, it needs some robust automation and quality of life features, and that's where I'm really worried. :P



Afterwards I started a vanilla observer game where I released every country's subjects and any territories they could release, switched AI aggression to high and sat back. And not much happened. The "usual" suspects did their thing (Prussia going after Germany territories, US going after West, etc.), but other than that ... nothing much. I had half expected to e.g. Spain go after Andalusia, Navarra, Galicia or Catalonia, but nope. They all built their stuff, created customs unions, occasionally created a protectorate. But unless they had a country setting for expansion in certain areas they just puttered along.

I feel the game has the opopsite issue to what turned me off EU4 a lot - in EU4, countries will be aggressively expanding if they can and exploit pretty much any weakness they see. I'm glad V3 tries to be different, but it may be overcorrecting. I don't want the US to conquer all of North America all the time, but seeing it occasionally would be fun. This rigidness is, funnily, what I would have liked for HoI4 which has gone all in on its alt-hist stuff.

I also hope they soon sort out peace deals at some point. Too often, the war lingers on, even though no war goals are unpressed, esp. in civil wars. E.g. Austria fights rebels, and Prussia aids the rebels. Austria crushes the Rebels and annexes them back. No war goals left to press (since Prussia can't add their own wargoals against Austria and vice versa in case of civil war). Yet they still keep on fighting, killing hundreds of thousands until one of them finally backs down.

And I really hope we'll get more flavor. Just events would be fine. Like, if you have arts academies, add a chance (per productive academy) to get an exceptional artist, or writer, or (when having film) director or something. Get some scientist events from your universities. (Ideally, later have a system where these are actual characters in game.)
Title: Re: Victoria 3
Post by: Tamas on December 13, 2022, 04:11:37 AM
Nice one Syt :thumbsup:


Re. the radicals, did you use a mod to get around the bug when sometimes a high legitimacy government gives you tons of radicals until you reform it?
Title: Re: Victoria 3
Post by: Syt on December 13, 2022, 04:32:31 AM
I did not, but I also did not get (m)any radicals from that as I reformed a fair bit over my sessions.
Title: Re: Victoria 3
Post by: Zanza on December 13, 2022, 05:39:27 AM
Currently playing a game as Spain. I enjoy it as Spain has potential, but is not overwhelming at the start. So far I took North Morocco and started some colonies.
Title: Re: Victoria 3
Post by: Syt on December 13, 2022, 05:40:28 AM
You can probably nab some of your old colonies in South America. :)
Title: Re: Victoria 3
Post by: Zanza on December 13, 2022, 06:19:11 AM
Yes, that's the plan.
Title: Re: Victoria 3
Post by: Tamas on December 13, 2022, 08:50:27 AM
In 1.0.6 most of the small ones folded to puppeting demands, but eventually I got resisted by the US and France who started coming in to protect South America, with France usually using the chance to nib at the continent themselves.

Title: Re: Victoria 3
Post by: grumbler on December 13, 2022, 09:57:13 PM
I found it interesting that in my USA test game, the planters revolted over propertied women.  That as the bad news.  The good news was that it was 1841, and the South was not remotely prepared for war.  That the ACW lasted as long as a bit more than a year is attributable to the huge bonuses granted the Confederate troops, and the Union generals' insistence on attacking 20 rebel battalions with seven.  The Union lost every battle that I observed, but won the war handily.

I had to laugh at the peace terms the CSA offered:  the CSA would get Kentucky, Missouri, and West Virginia, and the the USA would annex the CSA.  I took that.
Title: Re: Victoria 3
Post by: Syt on December 14, 2022, 01:27:35 AM
I was taking a stroll through the events files yesterday and was surprised to find a few that I have yet to see happen. E.g. there seems to be an event for having a metro line in your cities, or for a train robbery, or that should have a chance of triggering when you have active decrees (e.g. boost infrastructure should give events where businesses compete for public contracts, or violent suppression of turmoil should trigger events about excessive violence). Unsure if these are broken or if I've been just unlucky so far. :unsure:

I really hope that geographic location of businesses will be taken into a account in some way. Shipping costs don't seem to matter at all (as long as the states have market access), so currently it's the best strategy to concentrate your manufacturing industries in population rich states to make sure they have enough workforce, when easy access to raw materials should be the driving factor, at least initially (until you have the infrastructure/transport techs to offset shipping costs). However, given the performance of the engine in late game, I don't think adding such a calculation to the mix would be conducive to a pleasant playing experience.

Shipping costs would also add more complexity to trade - it's measured in # of convoys required, which is at least an attempt to have it factored, but overland routes don't require any of those - maybe rolling stock for land based trading would be great? And you could add usage of "internal" resources to the mix. If a state produces more of resource A than is consumed locally, it uses up more transportation. Similarly, if the inputs of a manufacturing business use more resources than are produced in the state, it needs more transportation?

And I still thnk urbanization should give some penalties - the more urban centers a state has, the higher mortality should be; this would be offset by pharmaceutical techs, sewer systems, and investment in health institutions - perhaps "public health" could be an additional production method for cities?
Title: Re: Victoria 3
Post by: Tamas on December 14, 2022, 04:20:44 AM
1.1.2 is out. Some very nice-sounding fixes but unfortunately no mention of performance improvements:

Quote###################
# Features
###################
- Adds quick-select options for the three most Legitimate valid government combinations on the Reform Government panel

###################
# Balance
###################
- It is no longer possible to reliably max out Legitimacy by throwing every Interest Group in government together; Legitimacy penalty from conflicting Government ideologies is now calculated by determining, for each law group, the law (unlocked by tech) with the strongest compound feelings for or against it across all Interest Groups in government (even within the same party) ensuring every additional Interest Group potentially increases the total ideological incoherence
- Legitimacy penalty from size of government has been reintroduced, but in the form of a number of allowed Interest Groups or Parties in government with no penalty and a flat penalty for each entity in addition to that
- Legitimacy balance changes across Laws
- Angry Interest Groups can now be invited to the government, and will not leave the government voluntarily unless Insurrectionary
- Angry Interest Groups in government can now join Political Movements
- Insurrectionary Interest Groups in a government party will now leave the government and party, unless it is the last Interest Group in government
- Number of provinces won in smaller theaters with large numbers of defending mobilized Battalions is now reduced, ensuring they will take more battles to wipe out entirely

###################
# AI
###################
- Fixed bug that prevented the AI from sending their mobilized Generals to fronts under certain conditions
- Improved AI's ability to make smart investments in its port infrastructure in the mid- and late game
- Improved AI's ability to manage their total number of ports across a market region
- Increased AI priority for building ports in market areas that lack a port connection

###################
# Bugfixes
###################
- Ensured that overseas Generals will not travel to their home HQ if their front is resolved or invalidated. Generals whose front has been resolved or become invalid should now always travel to the closest active front to continue their campaign, even if this front is overseas. If no valid fronts exist, the General should remain on Stand By in the overseas HQ unless manually recalled home.
- Fixed a case of Generals skipping travel time and "teleporting" home if their source front's position is unknown
- Fixed issue where high Legitimacy Level would increase Radicals instead of Loyalists due to an outdated cache
- Fixed out-of-sync related to shipping lanes
- Fixed crash when running certain console commands, such as starting events through the console
- Fixed issue with flickering map names in culture panel
- Fixed missing market interaction texture
- Fixed two broken concept tooltips in Japanese localization and one in Polish localization
Title: Re: Victoria 3
Post by: Syt on December 14, 2022, 05:22:15 AM
Interesting changes, fingers crossed they didn't break anything new. :P
Title: Re: Victoria 3
Post by: grumbler on December 14, 2022, 10:27:16 AM
Quote from: Syt on December 14, 2022, 05:22:15 AMInteresting changes, fingers crossed they didn't break anything new. :P

Too late.  Just loaded my saved USA game.  It's 1843, just after the successful completion of the ACW.  The Republican Party (Intelligentsia, Industrialists, and Evangelicals) is in power, having received 88% of the votes in 1840.  It now has 88% of the clout in the nation.  In 1.1.1 its legitimacy was 100.  In 1.1.2 legitimacy is 0.  Reforming the government is no help. There is no combination of parties or IGs that yields a legitimacy that is greater than zero.  Every possible government, even on that has only a single IG, gets hit with a -320 legitimacy penalty for "too many parties or interest groups."

Why can't they just fix the problem, instead of just shifting the way it is fucked up?
Title: Re: Victoria 3
Post by: Tamas on December 14, 2022, 10:28:39 AM
Immediate impression of 1.1.2 (benchmark is Austria, as always): it has become impossible to follow my standard strategy of adding the Intelligentsia to the government with the Land owners straight away and start trying passing laws - legitimacy drops to 0% that way. Interesting.
Title: Re: Victoria 3
Post by: Syt on December 15, 2022, 02:23:23 AM
Haven't tried the new patch yet, but an interesting side effect of the new legitimacy rules seems to be that if you have incompatible IGs joining into a party (e.g. by having their leaders override some of their ideologies), then even when they win elections by a landslide they will cerate a relatively low legitimacy government. I like this wrinkle, actually, kind of a "marriage of convenience" situation where opponents work together because of a few overlapping goals, but remaining an unstable combination that might not get much done (shades of the ÖVP-Greens government in Austria ...).
Title: Re: Victoria 3
Post by: Tamas on December 15, 2022, 02:51:59 AM
Quote from: Syt on December 15, 2022, 02:23:23 AMHaven't tried the new patch yet, but an interesting side effect of the new legitimacy rules seems to be that if you have incompatible IGs joining into a party (e.g. by having their leaders override some of their ideologies), then even when they win elections by a landslide they will cerate a relatively low legitimacy government. I like this wrinkle, actually, kind of a "marriage of convenience" situation where opponents work together because of a few overlapping goals, but remaining an unstable combination that might not get much done (shades of the ÖVP-Greens government in Austria ...).

Yeah, maybe I am too lenient on the game but I don't agree with the harsh criticism of these legitimacy changes on the Paradox forum. To me such setups mean the (heavily) abstracted simulation of internal political situations where it is not possible to create a strong government with a clear mandate and direction - that's not exactly an impossible scenario in the real world.
Title: Re: Victoria 3
Post by: grumbler on December 15, 2022, 11:31:19 AM
My criticism of the legitimacy changes is that government size gives a -320 legitimacy penalty, making all other legitimacy considerations moot.  And, in my game, there is no possible combinations of parties/IGs that does not give the size penalty and thus legitimacy 0.

I can't find where this modifier is added.  If it is in the codes, of course, then I just have to continue with my ad hoc mod where I modded out legitimacy levels so all governments are righteous.  But I'd appreciate advice on where in the common folder it is if it is in there.
Title: Re: Victoria 3
Post by: Tamas on December 15, 2022, 05:29:53 PM
I had a look and if I can read the script right its no wonder the 1848 series of events almost never happen and if they do it's way late.

The main trigger for the event chain is if an IG has a Radical-trait leader and the IG is also in government.

That's terribly specific and rare. I am just running an observer game where I have replaced the "in government" requirement with the IG's clout being higher than 15 (its a condition I copied from the communism event chain). On paper that should be easier than the original requirements but still very hard and none of the European countries I keep looking at are managing.

Prussia got close with the Intelligentsia who rolled/had a Radical leader, but before their clout could reach above 15% the guy got replaced.

This just feels terribly random for such a pivotal event.
Title: Re: Victoria 3
Post by: grumbler on December 15, 2022, 06:08:51 PM
I take back what I said earlier.  My legitimacy problems were due to a mod I have forgotten to disable.  Legitimacy now seems to work as intended, and the way it is intended to work seems... legit.
Title: Re: Victoria 3
Post by: Syt on December 17, 2022, 07:26:50 AM
Seems there's a new AI issue. Saw it mentioned on the bug forums, and verified in an observer game. Apparently the AI (esp. Britain) seems to think it a good idea at some point to dismantle all its ports. Saw the British Isles in 1872 with 0 (in words: zero) ports, and France was down to 1.  (Though GB then started building like 20 ports again afterwards ... )

The good news is that with Anbeeld's mod this doesn't seem to happen at least. :lol:
Title: Re: Victoria 3
Post by: Syt on December 18, 2022, 01:11:49 PM
I hope the AI will figure out at some point how to fight enemies with whom they don't share a land border ...

The war between Two Sicilies and Tuscany, part of the Italian Unification, is entirely fought in the Austria-Prussia-Russia triangle ...

(https://i.postimg.cc/Gbkz1Yrb/image.png)

(https://i.postimg.cc/NgCXhfyg/image.png)

(https://i.postimg.cc/50ZPKBzy/image.png)

 :wacko:
Title: Re: Victoria 3
Post by: Crazy_Ivan80 on December 19, 2022, 04:56:13 AM
now that's a special military operation...
Title: Re: Victoria 3
Post by: Syt on December 19, 2022, 02:16:13 PM
September 1858 - the USA descends into Civil War. But Slavery was abolished, so what are they fighting over?

The "Revolutionary Confederate States" (Rural Folk and American Evangelicals fighting the Intelligentsia) want to move:
Right of Assembly => Censorship
Public School => Private School
Propertied Women => Legal Guardianship

 :ph34r:
Title: Re: Victoria 3
Post by: Razgovory on December 19, 2022, 02:31:50 PM
The rising against the liberal media has begun.
Title: Re: Victoria 3
Post by: Syt on December 19, 2022, 02:53:18 PM
I said before, but I wish countries were less passive. I'm happy that war is not the main focus, but I think it's overcorrecting. I wish that e.g. countries would go after homelands of their primary culture. If Italy is united, they should start going after the Italian homelands held by Austria (or whoever, for that matter).

And with pan-nationalism, it should create an incentive for right wing governments to liberate/grab/puppet territories of "adjacent" cultures, e.g. Russians for other Slavs, Germans for other Germanic cultures - though this might be hard to balance against liberty desire of "smaller" nations.
Title: Re: Victoria 3
Post by: Syt on December 26, 2022, 04:07:27 AM
I was trying out the Great Rework mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=2880441881

It's basically an algamation of mods, incorporating a bunch of tweaks/changes from other mods and also adding their own spin.

Overally, I think it's one of the better attempts, though I'm not on board with all their changes. I'm not sure how I feel about splitting some factories (e.g. fertilizer and explosives) - I kinda get the change (because having enough explosives late game is a struggle with vanilla fertilizer factories), but I'm also thinking it's more a way of bypassing a gameplay limitation to allow better min/maxing. Unsure yet where I come down on this - having separate factories makes sense, and having the balance of production handled via production methods feels like a gamey abstraction, but removing this restriction it makes it feel a bit too easy, maybe?

There's also added laws - e.g. centralization, or how officer commissions are gained (purchase, aristocrats only etc.) which seem good additions.

There's borderline cheat buttons (e.g. transferring states to/from your subjects) but on the whole it seems like a better thought out attempt at reworking the game.

However, there seems to be some issue with some countries, though. I noticed in one game the USA had Mexico on the ropes and then white peaced out, taking no territory. I reloaded and checked - they had mobilized all troops and went bankrupt, causing them to white peace. In another game I noticed they (and the split off CSA) had 0 construction sectors, while GB and France had close to 100, and Russia and Austria had more than that even.

I ran a few test games, and it seems that the USA somehow keeps falling into a bankruptcy spiral from which it doesn't recover. Haven't done much analysis on it yet, but it seems odd. I tried disabling all other mods, but same result. Guess it's back to playing Anbeeld only (at least it doesn't crash most countries' economies, and also gets around the current vanilla AI removing all its ports ...).

(On the plus side, it makes AI more active internationally - saw in one game France taking Navarra, Austria unifying Germany without Prussia, Romania unifying ...).

(Meanwhile I tried playing Greece - joined French market to aid my economy - and because they said "Protectorate or else!" ... within 20 years my population went from 1M to about 350k because jobs in France and its colonies were so much better :o )
Title: Re: Victoria 3
Post by: Zanza on December 28, 2022, 01:16:54 AM
Quote from: Zanza on December 13, 2022, 05:39:27 AMCurrently playing a game as Spain. I enjoy it as Spain has potential, but is not overwhelming at the start. So far I took North Morocco and started some colonies.
I finally found time to continue this game.

It's late 1850s and I start running out of peasants, but my economy has almost reached the top economies. I guess I have to use more of the "green" production methods going forward to free workers for further expansion.

As far as map painting goes, I have outright conquered Uruguay and puppeted Chile, Venezuela and Colombia. Also conquered most of Morrocco and built random colonies all over Africa and Oceania.

I could also easily liberalize Spain within two decades. I still have a monarchy with oligarch power structure. But other than that, I passed laws for freedom of conscience, free assembly, etc.

I do enjoy the game, but selecting the next things to build is quite micro intensive at this point. Also the UX is missing some info. It is hard to see some stats on all states, e.g. free peasants, unemployed, migration, tax and infra capacity.  That would be useful to make the micro more user friendly. 
Title: Re: Victoria 3
Post by: Syt on December 28, 2022, 02:34:59 AM
For the UI there's a number of mods that make info more easily available.

E.g. there's this suite of overhauled outliner items with more information: https://steamcommunity.com/id/kevni92/myworkshopfiles/?appid=529340

And there's this building list that shows you how many peasants/unemployed and free infrastructure are in a state, making it a lot easier to place buildings: https://steamcommunity.com/sharedfiles/filedetails/?id=2883109872&searchtext=

While we're at it, this one adds more key data to the top bar (prestige, troops, infamy, convoys ...): https://steamcommunity.com/sharedfiles/filedetails/?id=2888391145&searchtext=

There's a bunch more, but I feel these already make things considerably easier. :)

(This might be the first Paradox title where a big chunk of the modding community is focusing on UI overhauls rather than gameplay changes :P )
Title: Re: Victoria 3
Post by: Zanza on December 28, 2022, 12:32:13 PM
I guess I have to try that AI mod next. By the mid 1860s, the Spanish economy has surpassed all other great powers (Qing is still slightly ahead).

Infamy decay is fairly slow when map painting, but so far no one intervened in any of my diplo plays.

Colonization is too fast - as usual in Paradox games. There seems to be no cost or anything to it either? :huh:
Title: Re: Victoria 3
Post by: Syt on December 28, 2022, 12:45:30 PM
Yeah, Anbeeld's mod is pretty good. It has a few settings in games rules that lets you tweak it a bit. Most crucially, it serves as a workaround for the current (1.1.2) AI's tendency for UK and other coastal nations to first go crazy on ports and then dismantling them all (which sucks for the British market members, obviously ... ).

Colonization has few downsides at the moment. Actually, it becomes only a downside if you incorporate the states, because your admin cost goes up, and - depending on citizenship laws etc. - you might enfranchise people who you don't want to vote and whose wages you'd like to keep low. The extra tax income may or may not be worth it. :P
Title: Re: Victoria 3
Post by: Zanza on December 29, 2022, 02:28:29 AM
It is late 1860s in my game now and I have additionally puppeted Argentina. When I had a play to conquer the last Maroccan state, Russia intervened on their side, I swayed UK to mine. And then Morocco just backed down (like the three times before when I demanded one of their states). Threaten War almost never works in EU4, bit in Vic3 it is quite common for minors to give in. So my colonial empire grows.

Meanwhile my economy has grown a lot, but I have trouble with e.g. coal as so much is exported. I wonder if concluding multiple trade agreements actually helps me.
Title: Re: Victoria 3
Post by: Syt on January 16, 2023, 10:15:45 AM
Dev diaries will return this week. Sneak peak at the new trade screen from Martin on Twitter:

(https://pbs.twimg.com/media/FmmiHLpXkAE39F7?format=png&name=900x900)

In a recent game I had the US go to war with Mexico in the 1860s, trying to get Nevada, Utah, Arizona, California, New Mexico and Chihuahua. They were helped by Britain, Russia helped Mexico. The US managed to occupy 80% of their war goals, Britain kicked Russia. Russia and Mexico were at 0 war support, GB and US at 20 or 30-something.

And then they just white peaced. :bleeding:

I checked afterwards - I thought the US or GB were running into brankruptcy or something, but no - healthy economy, and in the green in income, no significant amount of radicals or anything.  :(
Title: Re: Victoria 3
Post by: Tamas on January 16, 2023, 11:03:44 AM
I am like a broken clock I know but they desperately need to focus on the diplo and peace AI. They have a pretty good (if with issues) internal politics and economics engines linked up to a workable diplomatic system which is effectively broken because the AI is too retarded to use it. I am not even asking it to produce historical results, just plausibly rational ones, like Italy going after the Austrian provinces in, you know, Italy, instead of going into total war with America and losing hundreds of thousands of people over ending slavery in some obscure African country.
Title: Re: Victoria 3
Post by: Syt on January 16, 2023, 11:40:02 AM
The Great Rework received an update. It includes more scripting/railroading of AI for historical results (AI also gets decisions to just add railroads to get market access in all states where it's lacking, same for admin buildings ...). :(

It adds the Morgenröte mod, too, which adds archaeology and astronomy. As part of the rise of print (or whatever the mod is called), it adds a number of books written in the era to a few countries (great powers, mostly) that you can select in the game rules to be just flavor, give prestige or have "special effects." The books are tied to fixed dates - which sucks, would rather have certain books (e.g. Mein Kampf or Uncle Tom's Cabin) be contingent on specific parameters.

Anyways, gave it a try and ... ugh. In 1839, one month already takes about 40 seconds at speed 5, or 8-10 minutes per year. Don't want to think about what that looks like in 1870 or 1910 :bleeding:


Saw this thread on the forums. Now, I don't fully agree with this take (and Martin acknowledged a number of issues - though in recent weeks it was only Johan posting from Paradox on the Victoria 3 forums ... :unsure: ), but I can also kinda see where they're coming from. Tbh, I'm very much in the "wait for more patches" camp for now. Though at 300+ hours I can't say I didn't get my money's worth out of this. :P

https://forum.paradoxplaza.com/forum/threads/i-am-no-longer-asking-for-anything-to-actually-matter.1565018/

QuoteSo when Victoria 3 came out, I pretty much abandoned any Vicky 3 communities, partially out of fatigue from having absolutely no indication that the devs were willing to acknowledge any problems at all. I think it's pretty obvious that on release, the problem with the game was that it didn't work at all (I.E. navies being practically nonexistent, the game crashing all the time, generals becoming unusable, etc.), and right now, the problem with the game is that performance tanks beyond belief at around halfway through the game to the point where just about nobody wants to play past 1880.

But these are solvable problems, assuming the devs even know they exist, which to be fair, I can understand if you have doubts that anyone on the dev team has ever played Victoria 3 given the fact that they seemed unaware of the most obvious bugs imaginable that anyone playing the game would notice, such as eternally dead navies, missing generals, a quarter of the pop types just not engaging in politics ever unless they were in trade centers, or even down to the fact that one of the devs in the discord was unaware Farmers existed in Victoria 3 a few days prior to release. But they've slowly been working through these bugs.

I think more damning is the fact that nothing really seems to matter ever. Elections don't matter, votes have a pretty minor effect on legitimacy and seem to be distributed on a practically random basis, with massive swings between parties for no particular reason, and often a decent portion of the IGs simply sit out and don't even run for election in the first place. Culture doesn't matter, just click "multiculturalism" in 1850 and you're done with that entire mechanic. Religion doesn't matter, just click "Total separation" and you're done with that entire mechanic. Religious institutions like charity hospitals and religious schools have no point because there are blatantly better versions, so even locking those behind non-separation laws is pointless.

Alliances don't matter, the AI acts completely randomly and will pretty much never honor any agreements, and even if they did, most of the time they're too stupid to send troops to your fronts, and even if they did, most of the time they're too stupid to know when to attack or not, and will lose your land without any input from you. Diplomacy in general doesn't matter because the AI has such a great malus to every diplomatic action that you are pretty much out of luck unless you want to ask to become a protectorate. The difference between being a great power or a minor unrecognized basically doesn't exist, because it affects incredibly little, and infamy scaling is so off-the-wall that the game considers it equally scary for you to take West Java from the Dutch East Indies as it does for you to take London from the UK.

Colonization mechanics don't really matter, because you just want to start an uprising and annex the natives through war rather than through colonizing (I forgot this was even a thing, because I've been playing with a mod that removes native uprisings for so long). Naval barely seems to matter even when they're working, because the AI doesn't seem to even recognize it's getting blockaded, and it doesn't affect war support except in the most roundabout way by maybe causing an increase in radicals which might affect the ticking war support by, I dunno, 0.08.

Vassalizing other powers doesn't seem to matter, because they are under no obligation to be useful to you at all, generally existing only to consume your electricity and clothes, and not help you in any wars at all or produce any sort of working economy for you to extract money or resources from. Because of this, liberating subjects from your enemies doesn't seem to make any difference at all either.

As for country-specific content, it seems almost completely pointless. I have, in around 120 hours of playtime, never once seen China collapse, Japan modernize, Germany form, the Suez or Panama Canal get built, or America manifest destiny, unless I was specifically the one instigating it. And even so, I still have never seen China collapse, despite actively trying to make it collapse as Japan by disrupting the Chinese economy to cause radicals (Of which there were quite literally hundreds of millions, who still never caused a civil war), so I don't even know what that mechanic looks like. To Paradox's credit, I have seen Austria-Hungary form twice, and the American civil war has happened two or three times--but in such a hilariously stupid fashion that it barely resembles even an attempt at depicting the civil war, usually being over the issue of something like agrarianism vs interventionism, with both sides supporting slavery. I've never seen Australia form, I've only seen Canada once, and Italy has only ever been formed by Two Sicilies.

Half of the wargoals seem pointless too. "Regime change" either does nothing at all, or appears to change laws completely randomly: As a constitutional monarchy in Austria, with universal suffrage, protected speech, franchised women, etc., all the liberal laws accessible to me in 1860, I have invaded Russia with the Regime Change casus belli. The only thing that changed was Russia went from Landed Voting to Autocracy, and Agrarianism to Interventionism. I was Laissez Faire, for the record.

The "liberate country" wargoal rarely works, too. If you contain any land which counts as a cultural homeland for the culture you're releasing, you can't do it, so as Austria I could never liberate Ukraine to create a buffer state, for instance. Which isn't the worst thing in the universe, I suppose, but it was particularly frustrating in my game as Siam where I came to the realization that you literally cannot disband the East India Company because the current war system has absolutely no method of doing so. There is no way to liberate countries in 80% of the Raj's territory, and even if you annex the entire subcontinent and try to release it, your only option is to release a couple OPMs and then release the British Raj, which still contains pretty much the entire coastline and a good amount of the interior, and is still--infuriatingly--English. So essentially there is nothing to do about the Raj unless you want to annex the entire subcontinent.

The war system in general utterly fails at its designed goal, too. It is just as finnicky and demanding as ever. Depending on the country I'm playing and the war I'm in, I am constantly, incessantly having to order my generals around, because the front will consistently break into multiple small fronts, which will either result in my general teleporting halfway around the world to where he's not needed at all, or insisting on taking a small inaccessible pocket of territory that is undefended, yet he still somehow only captures one province every two weeks, while the enemy spearheads towards my capital. Speaking of capitals, the fact that so many wargoals require the occupation of a specific state in order to win the war, makes the inability to direct where your generals advance infuriating. If you're not going to let us direct our generals to specific states, I don't know why some of the wargoals seem to require occupation of the capital, and half of the others require occupation of specific 'goal' states. This isn't even to get into how opaque the naval system is, and how many clicks it requires to get any scraps of information at all on how the war at sea is going--not that you need to, since the war at sea is completely pointless and only exists to service naval invasions against the specific states you need to win, which again makes the inability to direct your generals completely pointless.

The layout and infrastructure of your country is pretty much pointless, given that the only thing that matters is access to the capital, which can be gained just by making railroads in Iowa and then trekking across the vast barren wastelands of the Great Lakes to New York somehow. Oh, Britain mismanaged its convoys, and you can't connect from Nova Scotia to London? Now the entire rail system of Canada is useless, none of the Canadian provinces can trade with each other, and Canada can't trade with the US. Let's also not forget how building social services, industry, infrastructure, and even the population of your states is entirely pointless, because eventually a series of disasters will strike, which will take 10% of your weekly income, no matter how much income you're making or what was in the state. Oh yeah, that typhoon in the Ryukyu Islands? That requires exactly 10% of the income of the entire Japanese Empire for the next two years, milord. No more, no less. The same as if it hits Kyoto.


Victoria 3 continues the Paradox trend of having practically no mechanics interact with any other mechanics except in the most minor of number adjustments, which are often entirely pointless, or by making it so that one mechanic completely cancels out the other. I don't even know why the discrimination mechanic exists in this game, given how almost-offensively bad it portrays the struggles of minorities in the Victorian era (just enact multiculturalism dummies lmao), or why elections are a thing given that they're apparently random and usually have very little effect compared to the clout of the IGs in the party. This is the same problem they have with Crusader Kings 3, where no decisions have any impact on each other, and events are entirely randomly determined and have almost no checks for the traits of the characters it picks out to play them.

War is pointless, diplomacy is pointless, management of your pops is pointless. The only thing that matters is staggering out your construction queue so that it's one iron mine, then one tool factory, and repeat. I am no longer asking for anything to actually matter, because as far as I can tell, most of the mechanics being pointless is the intent of Paradox rather than an oversight.
Title: Re: Victoria 3
Post by: grumbler on January 16, 2023, 11:41:59 AM
Even more problematic for me is that the game turns into a slide show by 1870.  It's unplayable.
Title: Re: Victoria 3
Post by: FunkMonk on January 16, 2023, 01:50:20 PM
Haven't played much apart from the first 30 hours after I bought it. Life happened and my rare game time turned to other, more accessible games.

Is the consensus now that Victoria 3 is a failure as is?
Title: Re: Victoria 3
Post by: crazy canuck on January 16, 2023, 02:08:46 PM
Quote from: grumbler on January 16, 2023, 11:41:59 AMEven more problematic for me is that the game turns into a slide show by 1870.  It's unplayable.

One thing I have found that helps is changing the lens.  On some lenses the game speeds back up.  Not ideal of course, but a bit of a work around.
Title: Re: Victoria 3
Post by: Syt on January 16, 2023, 02:22:07 PM
Quote from: FunkMonk on January 16, 2023, 01:50:20 PMHaven't played much apart from the first 30 hours after I bought it. Life happened and my rare game time turned to other, more accessible games.

Is the consensus now that Victoria 3 is a failure as is?

I think it has a very good basis and design ideas, but needs balance, bugfixing, better AI, tweaks and more flavor. I think it's less in a better shape than Imperator at launch but worse than CK3. And despite the issues it is still fun to play around with (though would recommend Anbeeld's AI mod).
Title: Re: Victoria 3
Post by: grumbler on January 16, 2023, 02:31:31 PM
Quote from: crazy canuck on January 16, 2023, 02:08:46 PM
Quote from: grumbler on January 16, 2023, 11:41:59 AMEven more problematic for me is that the game turns into a slide show by 1870.  It's unplayable.

One thing I have found that helps is changing the lens.  On some lenses the game speeds back up.  Not ideal of course, but a bit of a work around.

Thanks.  I'll try that.
Title: Re: Victoria 3
Post by: Tamas on January 19, 2023, 03:34:07 PM
So with diplomacy effectively broken, Paradox have taken it on themselves to... drastically rework the economy, pop investment to be specific.
Title: Re: Victoria 3
Post by: Syt on January 19, 2023, 03:37:23 PM
OPB made a good point that it will probably make reforming fast harder, because if e.g. you start with an agrarian economy, the POPs will put more money into agrarian businesses, which will make it harder to break the power of the landholders.
Title: Re: Victoria 3
Post by: Syt on January 19, 2023, 03:38:35 PM
Also, this is the first diaries of more to come. Wizz has said in other threads that they look at diplo and aim that historical outcomes (Japan, US, Italy etc.) are much more likely to occur.
Title: Re: Victoria 3
Post by: Tamas on January 19, 2023, 03:52:29 PM
Quote from: Syt on January 19, 2023, 03:38:35 PMAlso, this is the first diaries of more to come. Wizz has said in other threads that they look at diplo and aim that historical outcomes (Japan, US, Italy etc.) are much more likely to occur.

:thumbsup:
Title: Re: Victoria 3
Post by: Syt on February 02, 2023, 01:28:08 AM
Teaser from Twitter:

(https://pbs.twimg.com/media/Fn43QkjXgAEH2Ho?format=png&name=small)

They said there'd be more of an overview of 1.2 dev diary coming today; curious about it.

At this point I've definitely gotten my money's worth out of the game in terms of play time and enjoyment, but I find even with mods there's some underlying balancing/fixes that need to happen for me to return.

I think a big part of that (besides the current issues in balancing the economy, need for better diplomacy, etc.) is also that I've been reading The Pursuit of Power: Europe 1815 - 1914 (https://www.goodreads.com/book/show/29430010-the-pursuit-of-power). It's part of Penguin's History of Europe series - the series is generally good at getting an overview of periods, and has some excellent entries (e.g. Inheritance of Rome, covering 400 - 1000 CE or The Pursuit of Glory covering 1648 - 1815) that give a quite comprehensive overview of the respective eras and providing entry points for topics to delve deeper into afterwards.

I'm on the final chapters, and since the book covers so much ground it makes me yearn for the game to better capture many of the issues covered within it. Political extremism/violence, the struggle within movements, changes in culture, more visible scientific advancements, and systems to better reflect oddities in some countries - e.g. I feel Austria-Hungary post-compromise might be better shown via a personal union between Austria and Hungary, instead of having a less discriminatory centralized state - both entities started to diverge during the time and other minorities were still repressed by the dominant Germans and Hungarians, respectively. Not to mention constantly shifting coalitions in countries like France or Russia or monarchs dissolving parliaments on the regular.

It's amazing what the game already covers and that it works at all, and any game will have limits in that regard, but there can always be "more". :D
Title: Re: Victoria 3
Post by: Syt on February 02, 2023, 10:52:58 AM
Dev diary came out yesterday, derp. :P

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-73-open-beta-and-update-1-2-overview.1566832/

(https://forumcontent.paradoxplaza.com/public/931215/image1.jpg)

QuoteNew Features
Autonomous Investment system
Strategic Objectives for planning military campaigns
Customizable notification settings
In-game music player
Key rebinding

Improvements and bug fixes
Performance optimization
Improved AI handling of economy and military, including port management
Greater differences in economic systems
More realistic modeling of trade route profits and GDP
Worldwide Arable Land revision and migration balancing
Mega-parties limited by tweaks to party formation logic and ideology

Interface
Trade panel overhaul for easier route management
More clarity on Pop Needs, Convoys, Radicals and Loyalists
Visual upgrades to mapmodes and lenses, such as showing Infrastructure and employable Pops when expanding buildings
Outliner enhanced with pinnable market goods and characters
Reduced notification spam

Open beta to start 8th Feb (though it will have some features not implemented fully), for I guess two weeks or so? After that they take the beta offline, and get it ready for release with target date of 13th March.
Title: Re: Victoria 3
Post by: Syt on February 06, 2023, 11:51:55 AM
Started a game as Russia with Anbeeld's mod.

It's 1848. Thanks to political movements, I have abolished serfdom, enacted landed voting, introduced freedom of conscience, reduced discrimination and moved from traditionalism to agrarianism. I also introduced per capita taxation and and a professional army. I've annexed Kazakhstan, Persia, and puppeted Khiva. Oh, and I took some provinces from the Ottomans and had them transfer overlordship of Moldavia to me. Meanwhile, I've been building my economy like crazy and have yet to feel any financial pinch.  :hmm:
Title: Re: Victoria 3
Post by: mongers on February 06, 2023, 04:09:07 PM
Quote from: Syt on February 06, 2023, 11:51:55 AMStarted a game as Russia with Anbeeld's mod.

It's 1848. Thanks to political movements, I have abolished serfdom, enacted landed voting, introduced freedom of conscience, reduced discrimination and moved from traditionalism to agrarianism. I also introduced per capita taxation and and a professional army. I've annexed Kazakhstan, Persia, and puppeted Khiva. Oh, and I took some provinces from the Ottomans and had them transfer overlordship of Moldavia to me. Meanwhile, I've been building my economy like crazy and have yet to feel any financial pinch.  :hmm:

You think this is where Putin gets his 'ideas' from? 
Title: Re: Victoria 3
Post by: Syt on February 06, 2023, 04:31:36 PM
Maybe. :D

I've managed to enact wealth voting (trying for census voting). I've taken Basra from the Ottomans, and have puppeted Afghanistan, Oman and Kalat.

Oman is a funny case - they have lands in East Africa, in Arabia, and in Persia. Depending on which part you right-click, countries will be able to intervene. E.g. if Britain has declared interests in Africa and Arabia, but not Persia, they can intervene if you right click => launch diplomatic play on Omani lands in those areas, but not if you to so in Persia. Seems like a bit of an exploit. :hmm:

I've also started colonizing bits of Africa, so that I may have access to rubber later.

I kind of look forward to the next patch. Reforming the country will be a lot harder if you have less direct control over what gets built - if the landowners keep building agricultural production and thus keep their economic influence high, it should hopefully be less trivial to oust them from power.
Title: Re: Victoria 3
Post by: Syt on February 07, 2023, 02:37:16 AM
Big oof is still subjects. Dominion and Puppet diplo plays cost the same in infamy, but Dominion is worse in most cases - the subject can still do its own diplo and transfers less money to you.

I wish the different levels of subjectness ( :P ) would give you progressively more influence on their laws, let you reform their governments, set economic priorities etc.
Title: Re: Victoria 3
Post by: Syt on February 08, 2023, 02:46:14 AM
It's 1865-ish. I've annexed Oman, puppeted Trucial, Bahrain, Nejd. Instituted Census Suffrage, Interventionism, and after next elections I'll see if we can get rid of the Tsar, because he's hindering my infamy decay (Bandit). My economy, while expanding rapidly, is only 1/4 of leading Britain (150M vs 600M), and I've noticed that almost half my income (allowing for big surplus) is coming from import taxes (almost 200k), so I might want to be careful about damaging that source of income, because I'd have to raise taxes if I ever start dropping those ...  :ph34r:
Title: Re: Victoria 3
Post by: Syt on February 09, 2023, 12:43:05 PM
Dev diary for UI changes:

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-74-ux-improvements.1567815

:w00t:
Title: Re: Victoria 3
Post by: Syt on February 11, 2023, 02:11:15 AM
So I took my Russia game to 1899. Anbeeld's AI is great at making sure the AI economies stay competitive and don't collapse because they decide to get rid of all their ports. But I guess that also means that some countries become maybe a bit too easy for human players? :hmm:

(https://i.postimg.cc/qk9k8ycv/image.png)

(https://i.postimg.cc/5xW7LtYM/image.png)
Title: Re: Victoria 3
Post by: Syt on February 11, 2023, 02:12:31 AM
If anything, I'm vastly underperforming, because I have 585 million sitting in my investment pool, and only 1500 construction. :blush:
Title: Re: Victoria 3
Post by: Syt on February 16, 2023, 01:38:09 AM
Beta 1.2.1 is out. I haven't tried the beta yet, but overall the feedback has been positive. I will probably give it a go this weekend.

The AI seems much better at handling its economy. Also, the "private" constructions seems a good step forward but may need a bit of tweaking to make it a bit more transparent. I briefly checked the 1.2 release last weekend as Japan, but didn't get far before a crash (and also, developing Japan's economy is even slower now, even though I got very lucky with pushes for political reform ... also, I may have overlooked that Japan had no navy when I declared war on Korea.  :blush: ). The interface is much improved IMO, with sevearl QoL features provided by mods added to the game. Still room for improvement but so much better. Message settings are in, but they mostly seem to provide what tweaking the message settings file in a text editor does (so no choosing a proper popup for a message that doesn't have a popup created for it yet; can only use a "toast"), but better than nothing. :)

Two of the biggest economy changes are the autonomous building by your capitalists/landowners etc. (can be enabled/disabled in games rules). Based on your economic law, the investment pool is used by private actors to queue buildings. So in agrarian economy, they will build farms etc. They largely use the "normal" AI scripts for that, and it seems to mostly work well.

Another huge change aorund this is that turmoil now decreases construction efficiency. What it means in practice is that if you have areas with high radicalism (recently conquered territory, areas with low/dropping standards of living, angry interest groups ... ) resulting in turmoil it will slow down construction and can stop it all together.

I like this change, but since building stuff to increase SoL is one of the main ways to combat radicalism, it will make it a lot harder to take care of it - I have to check myself if it's too much of a roadblock now; I wouldn't want them to give the player too many ways (or only one way) to deal with this and make it too easy (or a simple if X then Y player decision), but it should also still be possible to crawl back out of it. It wil for sure make Springtime of Nations, or enacting unpopular laws with tons of opposition a lot more difficult. Heck, it might be better to just let a revolution trigger in such a case going forward? But it might make you look more into political reforms as an alternative to combating this issue. I wish they added a military option (besides violent oppression) to deal with turmoil, though. In many countries of the era, the army was used to keep down low level insurgencies (which turmoils is meant to represent I assume); it would add a wrinkle to have to keep an army mobilized to deal with it (with the costs that means) - it could suppress the effects of turmoil, but not lower radicalism, so it wuld give you a (possibly expensive) band aid while handling the situation.
Title: Re: Victoria 3
Post by: Zanza on March 11, 2023, 02:50:25 AM
The game is significantly improved with the 1.2 beta. Definitely worth another round if you only played after launch.
Title: Re: Victoria 3
Post by: HisMajestyBOB on March 13, 2023, 08:07:51 PM
And it's on sale on Steam too. Kinda tempted.
Title: Re: Victoria 3
Post by: Syt on March 14, 2023, 02:32:37 AM
I've been playing a lot with the beta in recent weeks (with One Proud Bavarian's tweaks, many of which made it into the patch) - finished full games as USA, Russia, Belgium, Japan and currently doing Britain. It's what the game should have been at launch.

Economy works a lot better (autonomous building helps a lot with the micro, but depending on economic law can also strengthen existing "rich" people - I had a fair bit of struggle dislodging the landowners in Russia and Japan for good).

Wars make more sense (AI is more active/aggressive, and no "stuck" wars without fighting any more). Combat seems a lot less random and involves more troops (depending on size of fronts). Front splitting/merging can still be improved, but a lot less troublesome IMO. You can set a strategic goal for each theater that the leaders will go for. Generals for commanding battles are chosen more carefully (e.g. defensive leaders on defense etc.).

You can press more than one wargoal during diplo plays as "primary" for extra infamy - so even if the opponent backs down - which happens far less often - you get all primary goals you asked for. Allies won't join your enemies during diplo plays any more, and AI powers joining opposing sides seems to make more sense.

Some nations start with claims on colonial areas, to prevent others poaching them (Canada/US border, South America, Japan) without forcing them to abandon the claim in war. Country events have been cleaned up/improved (US Civil War, China turmoils, Ottomans, unifications) or added (Russia going for Asian territory from Qing).

Tech progress has bee slowed down significantly (some of it compensated by tweaking existing journal entries - like those for getting a level 5 building with 90% workforce - that can give you a headstart on follow up techs).

Wage mechanics and employment have been revamped to make more sense (and keep people poor longer). There's more political demands for laws.

Diplo still could use more improvement (scheduled for 1.3), and the game can still be a bit easy if you min/max, but it's a far cry from what it was. I wish trade could be automated a bit more.

But overall really, really enjoying it.
Title: Re: Victoria 3
Post by: Solmyr on March 14, 2023, 05:29:41 AM
Quote from: Syt on March 14, 2023, 02:32:37 AMI've been playing a lot with the beta in recent weeks (with One Proud Bavarian's tweaks, many of which made it into the patch)

Is that the Open Beta Tweaks mod on Steam? Does it work with the current live version?
Title: Re: Victoria 3
Post by: Syt on March 14, 2023, 07:57:24 AM
Only use it if it's been updated yesterday or today. Most changes are part of the patch.
Title: Re: Victoria 3
Post by: The Minsky Moment on March 14, 2023, 03:51:40 PM
Going to get back to this now that 1.2 is out officially.
Title: Re: Victoria 3
Post by: Zanza on March 14, 2023, 05:04:05 PM
I am currently playing as Two Sicilies. Very good basis to make the GDP line go up as all resources needed are available.

I expected to get the Italian minors by just influencing them, but so far I could just get some to join my customs union. I cannot bankroll so far as I do not have the tech yet (next in pipeline). When launching a unification play, they all abandon me.

As I needed lead, I conquered Attica. Later conquered the rest of Greece and then defended against a separatist insurrection.

My politics and laws is completely stagnant. The land owners are the only party in government, including the king. I have passed one law in 15 years or so and cannot really make any progress here. Let's see how that will develop...

Innovativeness is also weak, but easier to rectify than politics. 
Title: Re: Victoria 3
Post by: Syt on March 15, 2023, 01:37:38 AM
I'm playing as Republic of GB by now (1900). It feels very much like easy mode now, because I deciced to go for a bit of a conquest spree - I first annexed the Canadian, South African and Australian colonies, got a headstart on colonizing Africa and otherwise snatching up nations in Africa, plus adding Indian vassals. Got a treaty port in Japan. Also had super-Germany form (Germany had been formed by Austria-Hungary, creating a big grey blob in Central Europe, minus my protectorates of Hamburg, Bremen, Oldenburg and Hanover. Netherlands, Mexico and Portugal are protectorates. Keeping my infamy low I managed to avoid any major gang-ups by other powers up till the point I was too strong for them to pose much of a threat. Though I did try to help Mexico in the 1840s to fight the US, and I didn't have enough power yet and had to accept humiliation. -_-

Decided to dismantle Germany and eliminate them as a threat by forcing them to release Prussia, Austria and Bavaria - this created terrible border gore (not helped by Austria + Bavaria being released as one ... ?). Also, forced France to release Occitania and Brittany. I have 1300 trench infantry battalions, plus 1300 reserves, an 800+ strength fleet and have reached the point, I think, where "Infamy is just a number". Having access to copious amounts of oil, rubber and opium surely helps. :ph34r:

I'm integrating all my states now (had done so first with the "original" colonies you start with), and still run a 25k bureaucracy surplus after switching to telephone switchboards in my government admin buildings. All while running a 100k budget surplus at maxed admin and military wages and average taxes (plus porcelain tax), multiculturism, total separation of church/state and universal suffrage. I think I will add Egypt/Persia to the Empire, and the Eastern US + Alaska (and dismantle much of Russia).

That said, I found other countries much more challenging - as Japan I was struggling to kick out the Shogunate and didn't catch up technologically to the top power (GB, France, Germany) till 1936, though I did manage to bully Russia who still had peasant levies to get my formal recognition. I did enter quite a few wars where I had to eat the loss when other major powers joined or where my troops weren't as strong as I'd hoped them to be.

As Russia it took me forever to dislodge the landowners and church from power - the autonomous building slows things down there. Landowners are much more likely to invest in agricultural businesses, which feeds into their power base.
Title: Re: Victoria 3
Post by: Syt on March 18, 2023, 09:18:48 AM
Finished my GB game. I had wanted to do the economic hegemony achievement, but one of the goals requires you to push the price for coal, iron and steel to 25% below avg. price ... which is incredibly hard to impossible at the moment.

So I mostly tried to conquer as much of the world as I could, but I did get the Anarchy in the UK achievement for turning the UK into an anarchist commune. :lol:

I generally don't go for world conquest (and I surely was inefficient - could have exploited more enemy pacts/alliances to skip truce timers, could have been more aggressive before I had snowballed too much, could have snatched up more minors etc.; grabbing pieces of China was a great boost to making sure my factories have enough labor; I would have like to "clean up" Europe's borders more and I wished I could have taken more of the US. :( ). I had 4B GDP in the end, and 1.2B population (many in incorporated states), 2000 battalions of troops (plus 6000 in reserves) and 1200 fleets. I was the only Great Power left, Russia and Occitaine were Major Power, and the rest were Minor Powers and lower.

Overall it was fun, but I think I prefer playing less "paint the map" (except through customs unions ...  :blush: )and lean more into "realistic" behavior. Also, having such a big economy makes the game really, really lag a lot, much more than running a smaller country and less going for mega-wars.

(https://steamuserimages-a.akamaihd.net/ugc/2063250888823241095/3BBC6F06872DA25DF944F06D2A50D103E0A463AA/)

https://steamuserimages-a.akamaihd.net/ugc/2063250888823241095/3BBC6F06872DA25DF944F06D2A50D103E0A463AA/
Title: Re: Victoria 3
Post by: Syt on March 18, 2023, 09:23:37 AM
Oh, and one annoyance - battles tend to drag too much at the end. According to devs, the combat resolution currently looks at the number of troops, and when the losing side is dwindling, it removes troops from the winning side to "preserve" them, which leads to pretty drawn out turns with only a few hundred losing defenders taking a long time to clean up. They promise to fix this for 1.3.
Title: Re: Victoria 3
Post by: Syt on March 22, 2023, 02:31:31 PM
Well, I finished a Qing game while running a feverish cold the last few days.

The huge size and population means you don't have to expand much (I gobbled up only Tibet, Nepal, Bhutan, Sikkim, plus Borneo and the Moluccas). Otherwise I only focused on internal development.

I allied GB and then dow'ed Austria to become recognized. Besides that I fought no wars against Great Powers (except if some ally called me in).

There's a mechanic where if you fail 5 of a list of conditions Qing can fall apart - however, they can all only trigger once, it seems. The first time I had a secession movement it counted as a failed condition, the second time it didn't.

I didn't quite catch up to the Western powers in tech, and I spent a lot of time building up administration to handle the huge population/collect taxes. Also, it took a while to get landowners/religious groups whittled down. I got parliamentary system via fluke, and royalists with high radicalism kept trying to start revolutions. So I would placate them for a while pretending to re-instate monarchy till the revolution bar simmered down a bit, then stopped enacting the law - rinse/repeat till the political movement disbanded and I finished "stamping out the monarchy".

I think I'm really done for now. I've got hundreds our hours out of this, but I'm at the point where if you know how to get your economy going, how to avoid nasty wars (and get useful allies/protectors at the start) and expand judiciously, the game is a bit on the easy side unless you set yourself some limitations (running an authoritarian slave state focused on agriculture in South America, maintaining the ancien regimes of Russia/Austria or something).
Title: Re: Victoria 3
Post by: Zanza on March 25, 2023, 04:02:50 PM
Still playing my Italy game. It is 1890 now and I have the largest GDP in the world. Prestigewise I can compete with France for #2, but not yet with UK. My country is rapidly growing from immigration and I conquer colonies around the globe. Innovativeness is still middling, limited by my alphabetization. I had passed all liberal laws in the 1870s or so, even women's suffrage recently.

The game is fun, but not as varied as Stellaris or EU4. You can also see that in the player base at Steam. I guess they will develop a bit further, but then do an Imperatir ending.
Title: Re: Victoria 3
Post by: Syt on March 26, 2023, 04:27:07 AM
Had started a Holstein game "to see how it goes."  :blush:

After breaking from Denmark I was GB's protectorate (joined them for protection after leaving Danish personal union, and for their sweet, sweet market). I had Schleswig-Holstein, Jutland, Hanover, Friesland, Hamburg and Brunswick, plus large chunks of Africa and all of Arabia.

Prussia had morphed into NGF and declared unification war on Bavaria. First time I missed that it was unification war, so I just opted out. Prussia stomped Bavaria and annexed them and me - game over.

Ok, I thought, maybe me being neutral was counted as implicitly "accepting" Prussian rule, so I loaded a previous save and joined the war. My armies had few issues with the Prussian enemy, but since Bavaria at this point was a single province with few troops, they surrendered before I could crush Prussia. And of course I was not allowed to fight on and instead was - again - annexed.

I had not supported any German unifier during the game. I was not able to call in GB's help in any way (since I wasn't the target of the play). And I feel that the unification war goal should not resolve when the main target capitulates (have it be annexed, but let the others fight on ... ).

I guess the lesson I learned was that if I play a German minor every again I will need to crush Prussia, or not be a protectorate (as protectorate you can't rise above minor power, and when unification triggers, all minor powers and below get absorbed) to make sure they can't launch unification plays and simply click "game over" for me.
Title: Re: Victoria 3
Post by: Zanza on March 26, 2023, 09:22:47 AM
They should just give players the chance to say no regardless of any other rule. It is a SP game after all.
Title: Re: Victoria 3
Post by: Tamas on March 26, 2023, 09:52:04 AM
Absolutely, but this thing also highlights the big gaping hole of the diplomatic/foreign political situation not affecting domestic politics at all, bar a few events.

By all means the player should be able to stay independent, but it would then start to look incredibly stupid that they then would not face internal pressures to join a unified Germany.
Title: Re: Victoria 3
Post by: Zanza on March 26, 2023, 10:17:55 AM
That's true. No real interaction there between those two systems.
Title: Re: Victoria 3
Post by: Syt on March 26, 2023, 01:06:20 PM
I went back to an older save. Built up more military and declared a play to force NGF to release Prussia. I manage to get GB to join as NGF has easily 2-3x my troops, and slightly more modern ones. GB (as my protector) become war leader. And do nothing. Zero. Zilch. They let NGF stomp over their colonies, and leave me to fight them alone, while mobilizing 2 (in words: two) battalions out of almost 600. And then they just White Peace at some point. :bleeding:
Title: Re: Victoria 3
Post by: Syt on April 06, 2023, 11:29:08 AM
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-80-law-enactment-and-revolution-clock-in-1-3.1577105/

Dev Diary on rework of law enactment. Breaking it up into three phases and adding a setbacks mechanic should counter much of the randomness of it at the moment. You can get up to 2 setbacks per phase with each resetting the law's odds (instead of potentially going negative), the 3rd setback in a phase will make the law fail. Stopping to enact a law for any reason will take it off the agenda for 2 years.

Also, removing exploits (starting/stopping laws to keep political movements appeased without giving in) is good. I like the idea of IGs in government petitioning for laws furthering their interests. In practice it was too easy to have a government that only supports laws you don't like to ensure high legitimacy and then just having them not trying to pass any laws at all and wait around for shifts in power and/or useful political movements. This way you need to be much more conscious about who you actually want to have in government while also maintaining stability.

And making revolutionary movements more interactive (40 new events according to DD) is also a good move. :)

(https://forumcontent.paradoxplaza.com/public/951942/DD80_06.png)

(https://forumcontent.paradoxplaza.com/public/951943/DD80_07.png)

(https://forumcontent.paradoxplaza.com/public/951959/DD80_12.png)

(https://forumcontent.paradoxplaza.com/public/951940/DD80_04.png)

(https://forumcontent.paradoxplaza.com/public/951941/DD80_05.png)
Title: Re: Victoria 3
Post by: Tamas on April 06, 2023, 12:07:58 PM
Thanks Syt, that is looking very promising. Also I think I have now entered the usual Paradox territory with Victoria 3, where I am holding off playing for months because of the new patch announced.
Title: Re: Victoria 3
Post by: The Minsky Moment on April 06, 2023, 02:56:28 PM
Those censorship laws seem a bit overboard.
Title: Re: Victoria 3
Post by: Syt on April 20, 2023, 12:23:53 PM
Last week's dev diary covered some of the new laws coming:


Land Ownership laws is the big ones, but there's also One Party State, State Atheism, a technocrat state, and, a bit silly IMHO, a law that disbands all non-basic industry and turns you full agrarian.

This week, announcing Immersion Pack "Voice of the People":

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-82-voice-of-the-people.1578723/

Adds agitators (e.g. Leon Trotsky, Sun Yat Sen, Susan B Anthony) that can be exiled (or invited), and based on a dev comment down the thread, you can also assassinate them ...

QuoteAgitators are a new kind of character that rally your pops to support Political Movements that align with their Ideology. Agitators will shake up your internal politics, acting independently of their Interest Groups. Amplifying power from below, Agitators serve an opposite function to Interest Group Petitions which reflect the demands of the political elite. Depending on how your goals align with theirs, Agitators might be a painful thorn in your side or a valuable ally to your political agenda.

Very much in favor of this. :)

(https://forumcontent.paradoxplaza.com/public/956501/DD82_02.png)

Agitators will come with the free update, though it seems some interactions will be limited to the add on. :hmm:

Main focus of the paid content will be French flavor, though - more journal entries, decisions, etc. Let's face it, it's a mission tree in sheep's clothing. :P

The team's definition of Immersion Packs:

QuoteImmersion Packs are envisioned as content-driven and art-heavy, with mechanical features that support this content and make the world come to life. As the title implies, Immersion Packs are about immersion. You can expect them to contain plenty of narrative content like Events and Journal Entries, major visual updates, and light but impactful new mechanical features and systems reworks. Immersion Packs will be themed around one country or region of the world, and this is where the bulk of narrative content and art will be focused and take inspiration from. These new mechanical features and systems reworks will be mostly contained in the free update that will be released alongside the Immersion Pack - everyone gets the feature, but Immersion Pack owners will also get all the bells and whistles. In the case of Voice of the People, Agitators will be a free feature while certain interactions (such as Exiling characters) will be included in the Immersion Pack.
Title: Re: Victoria 3
Post by: Zanza on April 20, 2023, 12:30:11 PM
Sounds good, both the free update and the immersion pack. I hope they get enough revenue on the game to keep going for a few years building stuff.  I enjoy the time period.
Title: Re: Victoria 3
Post by: Syt on April 20, 2023, 03:57:01 PM
(https://i.redd.it/2xj0uv0pt1va1.jpg)

(https://preview.redd.it/6ucpsv0pt1va1.jpg?width=3840&format=pjpg&auto=webp&v=enabled&s=0d70169bfb951b0ee4a4db9ba42c42c80cfe1521)

(https://preview.redd.it/81k43w0pt1va1.jpg?width=3840&format=pjpg&auto=webp&v=enabled&s=24316d0832b7d9ac2146c117f07ef01c4d6e1ab6)

(https://preview.redd.it/sj4enw0pt1va1.jpg?width=3840&format=pjpg&auto=webp&v=enabled&s=468bacaec0fd1269ce26ba84faf3f4b3c15debb3)

(https://preview.redd.it/yvr2rv0pt1va1.jpg?width=3840&format=pjpg&auto=webp&v=enabled&s=f1f71044cb544f09f992b2110135b555798d9062)
Title: Re: Victoria 3
Post by: Syt on April 21, 2023, 01:12:40 AM
OPB (over)analyzing the Dev Diary, trailer, and screenshots on Steam, and I'm getting way too excited (and worried whether the AI will be able to handle agitators and the revised legislation/movement/revolution mechanics properly :P ).  :blush:

Title: Re: Victoria 3
Post by: Tamas on April 21, 2023, 03:23:38 AM
Quote from: Syt on April 21, 2023, 01:12:40 AMOPB (over)analyzing the Dev Diary, trailer, and screenshots on Steam, and I'm getting way too excited (and worried whether the AI will be able to handle agitators and the revised legislation/movement/revolution mechanics properly :P ).  :blush:


You know the answer to the AI question already. :)

I like OPB but he is very prone to being carried away and dreaming things into things.
Title: Re: Victoria 3
Post by: Syt on April 21, 2023, 03:39:53 AM
Yes, I try to ignore those tangents of his :D

(though tbf he might also look at it from a perspective of potential mods :P )
Title: Re: Victoria 3
Post by: Syt on May 03, 2023, 12:55:32 PM
(https://pbs.twimg.com/media/FvMnVZWXgAEV5mO?format=jpg&name=large)

 :hmm:
Title: Re: Victoria 3
Post by: Zanza on May 04, 2023, 11:51:45 AM
I hope the game will be updated long enough to get such content Packs at least for all the major nations.
Title: Re: Victoria 3
Post by: Syt on May 07, 2023, 01:22:16 AM
I accidentally started a new game. I only wanted to check OPB's tweak mod, and a more flavor events mod, and ended up playing till 1904.  :blush:

In a premiere, I played as Prussia and formed Germany for the first time in any Victoria game. Yeah, yeah, I know. :P

Did it almost entirely diplomatically - only had to go to war to liberate Schleswig and Holstein, and to later integrate Oldenburg and Baden.

One of the biggest changes in the tweak mod is the revamp of colonization. Each step of investment in the colonial institution allows you to grow one colony. So if you have only 1 point in it, you can grow one colony, if you have it maxed at 5 you can grow 5. This stops early colony spam/racing quite well. Additionally, once you grow your colonies to a certain size, you get a claim on the whole state. Overall, this slows down colonization a lot while also creating (mostly) better colonial borders. Till the 1870s there were still big chunks uncolonized, by 1904 there's a few crumbs left. Nice.

Speaking of colonies - if the Dutch East Indies become independent in this mod, there's a big chance they fall apart (like British Raj). It happened in my game, so suddenly there was a mad rush between me, Russia, Netherlands and Spain for all the newly available real estate.

I didn't play around with the land ownership laws - Germany has tenant farming, and there's not really much reason to change that.

The mod also improves a bit on the springtime of peoples events, making them more likely to happen, and also adding chances for national revolts (I had Lithuanians rising up in East Prussia, I saw Hungarians, Czechs, and Italians try to break free from Austria).

I've also seen some national uprisings in the Balkans against the Ottomans (I think there's increased chance after they fail the Tanzimat), but without outside help they have small hope of success. The oppressed people migrate to my Germany, though, so no complaints. :shifty:

Admittedly my biggest challenge was internal politics. I moved from National Supremacy to Racial Segregation quite quickly, and also got lucky with a political movement for universal suffrage, but then it became stagnant for a while. My monarch was landowner/pacifist (with church/traditionalist heir), so not including them in government gave big legitimacy penalties. Also, dedicated police force bolsters Petite Bourgeoisie by 10% per level of the institution. I often ended up with unacceptable governments, because there was no ideological viable combination that represented both voters and monarchy. It was frustrating, but also entertaining to try and cut that knot - but mostly it made me wish for the next patch. If I had reactionary groups in power I just stopped enacting laws for a while. It should be interesting in the new patch to have them suggest and insist on laws (or, if they're powerful, angry, and in government, try a coup).

In the end I got a parliamentary republic by:
- rolling back protected speech to censorship (to appease conservatives, so they don't radicalize when I remoce the monarchy)
- switching to secret police (again, to appease conservatives)
- using my authority to suppress the conservatives (the secret police helping a lot)
- purging the general ranks (I had a long, long, long streak of Junker/Rural Folk/Church traditionalists/royalists to overcome)

With the conservatives/reactionaries now out of government, we can re-introduce protected speech and get rid of the secret police :lol:

Our neighbors in France had lost a war against Britain, in the wake of which Algeria, their Carribean holdings and Corsica became independent. They later tried to re-take Algeria (which was now dominion, since I owned most of NW Africa) - I managed to sway Britain to join, and I ended up cleaning out a few French colonies I had claims on (see above), but - more importantly - force them to release Occitania, crippling them in Europe.

Unfortunately, the game speed at this point in the game is now pretty bad :(
Title: Re: Victoria 3
Post by: Zanza on May 07, 2023, 04:22:27 AM
Quote from: Syt on May 07, 2023, 01:22:16 AMIn a premiere, I played as Prussia and formed Germany for the first time in any Victoria game. Yeah, yeah, I know. :P
:blink:

That's probably half my Victoria games.  :lol:
Title: Re: Victoria 3
Post by: Syt on May 07, 2023, 01:02:06 PM
:P

Tried again today, game ran faster again - maybe memory leak? Or maybe just too many wars going on. By 1933 I was well ahead of the curve (almost 30k prestige, about 3x that of GB), but I decided to call it quits here, because my protectorates had one after revolution after another, and sending my mobile infantry to help them all the time became way too tedious. I did manage to dismantle Austria almost completely, and Russia partially. France had a revolution during my invasion, so I supported the commies and had them join my market, too. :P

(https://steamuserimages-a.akamaihd.net/ugc/2064381554863033503/E3A64AE42BFF1BDF33B314F2F7890D481AE2E84C/?imw=2048&imh=1152&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

(https://steamuserimages-a.akamaihd.net/ugc/2064381554863034194/E24D8C19961D13E95CAF76B9169D9944D33199C3/?imw=2048&imh=1152&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

I hadn't paid much attention to the Americas, so I was a bit surprised when the US asked to join my customs union. :lol:
Title: Re: Victoria 3
Post by: Syt on May 08, 2023, 03:06:16 PM
Playing as Brazil, currently in 1905. In my bid to unify South America, I suppose kicking out France is next. I managed to sway Germany and the US to help kick out Spain (against promises to liberate Catalonia, and abolishing slavery). US and British holdings will be tricky, though.

(https://i.imgur.com/ZVU63Yo.jpg)

(https://i.imgur.com/lKbIXLp.png)

Also, it seems the Ottoman AI managed to complete the Tanzimat (they're #8 Great Power behind me). :o

(https://i.imgur.com/Pu6T9YS.jpg)
Title: Re: Victoria 3
Post by: Syt on May 16, 2023, 10:14:35 AM
Overview of the free patch content:

Title: Re: Victoria 3
Post by: Tamas on May 16, 2023, 10:18:21 AM
Definitely sounds like steps in the right direction.
Title: Re: Victoria 3
Post by: Zanza on May 16, 2023, 11:57:19 AM
Sounds good. Looking forward to play it.
Title: Re: Victoria 3
Post by: Tamas on May 16, 2023, 01:39:38 PM
So if I bought the collectors edition am I getting this one free?
Title: Re: Victoria 3
Post by: Zanza on May 16, 2023, 02:59:58 PM
Yes. I already have it in my Steam library.
Title: Re: Victoria 3
Post by: Tamas on May 17, 2023, 03:05:13 AM
Quote from: Zanza on May 16, 2023, 02:59:58 PMYes. I already have it in my Steam library.

Thanks, indeed I can see it in my library as well, neat.
Title: Re: Victoria 3
Post by: Tamas on May 17, 2023, 03:16:27 AM
I was philosophising. My second biggest gripe with the game (after the total disconnect between diplomacy and internal politics) is the super-stable multi-ethnic states, Austria and the Ottomans in particular.

One thing I have been experimenting with is making it easier for secessionist rebellions to form and progress. I think this definitely helps although can become silly if made too easy - still the revolts themselves are seldom successful. But I think it helped with channeling unrest into secessionist movements instead of obscure political movements, which I feel is more realistic for these countries.

Then I was thinking, maybe I am a little unfair to the game. Was there a single case in this period where a secessionist revolt succeeded on its own, or even that it got enough traction to have a great power intervene on their behalf? I don't think so. Both Austria and the Ottoman Empire was dismantled as part of peace treaties, in case of the Ottomans it was several wars over decades. So maybe what I should also try is making the AI more likely to choose releasing of nations as its war goal, IDK.

Anyways it feels like the game isn't THAT far from making this aspect work, it definitely has the building blocks, and will have one more with agitators (who will not be involved with secessionist movements for now, I know), but that kind of makes it more frustrating because it feels I could mod it to my liking if I could figure it out.
Title: Re: Victoria 3
Post by: Syt on May 17, 2023, 04:14:00 AM
OPB's mod adds radicalism to discriminated ethnicities, esp. during springtime of peoples, IIRC.
Title: Re: Victoria 3
Post by: Tamas on May 19, 2023, 06:05:57 AM
I must say I am looking forward to returning to the game when this lands on Tuesday.
Title: Re: Victoria 3
Post by: Zanza on May 22, 2023, 09:23:19 AM
Looks like they accidentially leaked two more DLCs at Steam:

(https://preview.redd.it/qyyd7ps84e1b1.png?width=950&format=png&auto=webp&v=enabled&s=055ddee106c69558ec111e30120f38bbd74b0fb7)

(https://preview.redd.it/ri8fe4o94e1b1.png?width=618&format=png&auto=webp&v=enabled&s=4f957b6b48f4646190e0981ddbe8b5d1778c59c1)

(https://preview.redd.it/uu97z23b4e1b1.png?width=953&format=png&auto=webp&v=enabled&s=92a81dd08118523eba0a97748dba53043567f241)

(https://preview.redd.it/m5ingb1c4e1b1.png?width=622&format=png&auto=webp&v=enabled&s=1d2b0101ba91667633188226527977a7a93cf341)

Looking forward to the diplomacy enhancement. I guess the graphics pack is nice too, not sure if that's still part of my pre-order.


Edit: Not accidentally leaked, but officially announced:

(https://forumcontent.paradoxplaza.com/public/974280/V3-Exp-Pass-Promo-Steam.jpg)

Q1/2024 is far away still... :(
Title: Re: Victoria 3
Post by: Syt on May 22, 2023, 09:47:46 AM
SoI makes me drool with anticipation, but yeah ... Q1 '24 :lol:

I hope the art pack will come with some reworks, though. :unsure:

But I guess they've learned from previous releases, esp. CK3 where players were long left to wonder what/if DLC was coming or when.
Title: Re: Victoria 3
Post by: Tamas on May 22, 2023, 10:13:07 AM
Yeah but now playing tomorrow will feel like I am paying some dumbed-down version compared to the 2024 one. :P
Title: Re: Victoria 3
Post by: garbon on May 22, 2023, 10:14:02 AM
There is no pleasing some people...
Title: Re: Victoria 3
Post by: Tamas on May 22, 2023, 11:09:47 AM
I didn't realise the update was coming out today, neat.
Title: Re: Victoria 3
Post by: Syt on May 22, 2023, 12:34:21 PM
Started a game as France. Got the pop up for who I generally want to support - d'Orleans, d'Orleans but shittier, Bonaparte, or go for Republic. Republic it is. :P

Generally started getting my bearings in the new menus. Enacted Free Trade. Got a movement to enact Theocracy, led by an agitator. No thanks, exile for you!

Then the Landowners who are in government, demanded Laissez-Faire (their leader is Orleanist who are Free Trade/Laissez-Faire). Sure thing - but the Rural flk don't like that and will be radicalized. But it should be fine, right? I can't have the landowners blow up the government and tank my legitimacy.

Afterwards, the Rural Folk started a very strong movement to enact Freedom of Assembly. To appease them I start the progress - but success chance is 22%. Hey, the agitator Giuseppe Mazzini would join them if I invite him in. Let's go!

So the law success chance bumps up to 60% ... but now the Catholic Church and their Legitimist leader are pissed and left government. Funnily, that made my government more legitimate (since it's only Orleanists now ... ). :hmm:

Still, the Church and Petite Bourgeoisie are preparing a revolution. And it's only 1840. :lol:



In other news, Britain had its own Religious revolutionaries who took over government after a brief civil war (unsure what laws they changed ... ). Egypt tried to puppet Mascara, but I joined Mascara to fight them off. Then I puppeted them myself. :P I went on to puppet Constantine, but Egypt joined their side, as did Ottomans. I rivaled and embargoed Ottomans, then noticed I could have swayed them by promising them Adana (which they of course now rejected ...), so I asked Spain to join. Took Constantine, and had Ottomans transfer Tripolitania to me. :D I may have to cozy up to Egypt now to have a counterweight to Ottomans for the near future.
Title: Re: Victoria 3
Post by: Syt on May 22, 2023, 12:54:41 PM
Well, I got some events about the revolution, mostly with an option to choose whether to advance/lower the revolution counter along with other modifiers (strengthening/weakening interest groups, increasing radicals of various sorts etc.).

Anyways, as soon as Freedom of Assembly was in effect, the movement disbanded. :lol:
Title: Re: Victoria 3
Post by: Tamas on May 22, 2023, 04:40:45 PM
I was kinda' hoping the Agitators would be used to help a more dangerous Springtime of Peoples to happen but in my current run (Austria as usual, to compare against previous patch), things are super-peaceful and it's 1855, apart from a peasant revolt in Saxony, no upheaval in Europe, unless you consider Prussia caving and handing over the Rhineland to France without a fight one.
Title: Re: Victoria 3
Post by: Tamas on May 23, 2023, 06:46:27 AM
Further, I don't like how I managed to create a super-calm political environment by the mid 1860-s in Austria. Sure there are over 4 million radicals in the country due to discrimination, and the living standard average is deplorable (9-something) but there is no turmoil in any single province, and ALL IGs are in positive territory, most of the significantly, thanks mostly to laws that Austria has by default. It is the smoothest sailing I have ever had with Austria in this game, not a good first look for this patch. :(
Title: Re: Victoria 3
Post by: Tamas on May 23, 2023, 12:47:41 PM
So I was continuing my most boring Austria playthrough I have ever played in this game, enjoying the massive opinion bonuses nearly all my IGs received thanks to their leaders liking me enacting a colonisation law.

Prussia and allies fight France to a white peace over the part of Rhineland not yet in French ownership.

Next thing I know Prussia's strategy switched to Unify Germany and they declare war on me to take... Tyrol.

We eventually white peace out. Months later, Prussia starts a new play of me to Unite Germany. Fine, like in previous games I just give in so I can go do my own thing. Except the next screen I see is game over, you have been annexed. What?!
Title: Re: Victoria 3
Post by: The Brain on May 23, 2023, 12:50:47 PM
Just because the circle is bigger doesn't mean you have to vote Yes.
Title: Re: Victoria 3
Post by: Syt on May 23, 2023, 12:55:35 PM
:lol:

I was in that situation once, but admittedly I was playing Holstein at the time. :P

FWIW, OPB's mod is already updated, but I think I'll wait for next week's larger patch before adding OPB's mod again to the mix.

I've added some of the interface/gfx mods that have been updated already back into my France game. Extra Topbar info is a must IMO, adding army size, legitimacy, diplo reputation, prestige and free convoys - https://steamcommunity.com/sharedfiles/filedetails/?id=2888391145
(https://steamuserimages-a.akamaihd.net/ugc/2023836141667231347/63788B7BDBBA2C6AA158849B3C1265C408E00137/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false)

I thought some gfx mods would be harmless to switch back on, but turns out the one giving the European countries in the Mediterranean different architecture (mostly Carribean, I think?) currently results in ... this:
(https://i.imgur.com/OrHebjB.jpg)
For some reason it completely garbles up the states in an amazing fashion. :D


@Tamas, re: Springtime of Peoples - it's been mentioned in a discussion somewhere that you can very easily "win" the SoP if you exile the agitator in question - did you happen to do that?
Title: Re: Victoria 3
Post by: Tamas on May 23, 2023, 12:57:24 PM
Springtime: no, I have never even had it started.

I am very much under the impression that most of Paradox testing focused on getting France and the France content right. Hard to imagine how else they missed this snorefest they turned the game into.
Title: Re: Victoria 3
Post by: Syt on May 24, 2023, 12:33:58 AM
I kinda, sorta kept playing my France game yesterday, up till 1850s. No Springtime. :P

I mostly focused on expanding my colonies. Agitators ... didn't do much? I had a few pop ups saying an agitator (presumably just spawned?) retired because the laws they want were already in place. I had only one government party request a law (Military asking to re-instate Censorship). Otherwise not really anything happening domestically.

I had an almost diastrous war, but it turned out fine. I wanted to annex my subject Oman. Britain sided with them. I had Oman beat, but the Brits had overrun France. The peace the AI proposed was:
- Oman is independent, Britain opens the market of my subject Merina Kingdom
- I get war reparations from Britain
Guess I'll take it because I force-capitulate (getting my main body of troops back home took too long - AI seems a lot more willing to land in enemy nations than before?).

I'm going through the events for Algeria which is kinda neat. Elsewhere in the world, Britain is an autocratic monarchy, and Oregon is now a Russian dominion. :D Germany formed (minus Schleswig-Holstein, Hamburg, Oldenburg).

The events and extra content for France are great, but other countries will feel a lot more generic after this (think non-Norse rulers after the CK3 first expansion "Northern Lords"). There are some mods on the Steam forums that promise to add flavor, but often only for a specific area. I usually avoid them, because often they're countries I'm highly unlikely to play, and I'd prefer flavor applied across the board - otherwise the extra content in one geographic region might unbalance things for the rest of the map by offering more opportunities, boosts, etc.?

Also, I really miss playing with OPB's mod. Colonization is just a lot better (and a lot less squiggly line borders ... ) by limiting the number of actively growing colonies to the investment in your colonial institution and giving you claims when your progress has progressed far enough - making it easier to keep other countries out, or use the Return State play to clean up the borders. Also, he made Springtime a lot more likely to fire, plus adding radicalism for ethnic minorities (Hungarians, Lithuanians, Poles ... ).
Title: Re: Victoria 3
Post by: Syt on May 24, 2023, 12:54:25 AM
I will say I'm happy they added "field promotions". Can't say how often I used to wage a war that went well, then a commanding general died and his troops went home without me noticing until I lost a bunch of progress. Yesterday, my admiral leading a naval invasion died but was fortunately immediately replaced (and by a better commander :P ).

So far I'm mostly a bit disappointed with the impact of the changes on internal politics so far. Sure, it started a bit exciting as per my initial post. But after it fizzled out, it's mostly been smooth sailing. There seem to be more events (France only?) around elections and agitators, but it's not really shifting the balance much. I could invite agitators, but none of them advance any agenda I want (theocracy, autocracy, non-colonization, protectionism ... ). I also seem to get fewer radicals than I'm used to? I will finish my France game, but I hope the promised patch next week will spice things up a bit, and hopefully OPB keeps pace.
Title: Re: Victoria 3
Post by: Syt on May 24, 2023, 11:41:13 AM
OPB is not a fan of patch/DLC. To put it mildly. :ph34r:

Title: Re: Victoria 3
Post by: Tamas on May 24, 2023, 11:50:41 AM
He is right, too. :(
Title: Re: Victoria 3
Post by: Syt on May 24, 2023, 12:14:40 PM
Yeah, this whole affair is a bit of a letdown. His comment about agitators not really being visible unless you have access to them hits at a main complaint I still have about the game - how invisible it is what's happening in other countries. Unless you obsessively check countries all the time you have no idea (or an easy overview) what their current laws are, their governments, their institutions, what political movements exist in the world, election results, if revolutions are brewing somewhere, where that agitator is that you exiled and is no longer on the list of exiles, what events are happening elsewhere (is a disaster affecting one of my trading partners for a crucial commodity?), let alone any history of any of those things.

I generally enjoy playing my country of choice, but it always feels like being two, three grades removed from what everyone else is doing.
Title: Re: Victoria 3
Post by: The Minsky Moment on May 24, 2023, 01:59:47 PM
Quote from: Tamas on May 23, 2023, 06:46:27 AMFurther, I don't like how I managed to create a super-calm political environment by the mid 1860-s in Austria. Sure there are over 4 million radicals in the country due to discrimination, and the living standard average is deplorable (9-something) but there is no turmoil in any single province, and ALL IGs are in positive territory, most of the significantly, thanks mostly to laws that Austria has by default. It is the smoothest sailing I have ever had with Austria in this game, not a good first look for this patch. :(

Austria's starting laws are pretty favorable - interventionism, professional army, public schools, propertied women.  It seems like the main way the game models political turmoil is by making you want to pass laws that powerful early game IGs hate.  As implemented, Austria can side step that because its initial law set up is basically OK.  And you can move to better tax laws or appointed bureaucrats without pissing off landowners too much.

IMO EVERY Country should start with traditional economy except Britain and maybe the low countries, the US, and France.  Austria should definitely have it at start. Austria shouldn't have public schools either; I know there was some schooling but not at a level that justifies the in game bonuses.

The game also doesn't implement discriminated cultures well; it seems to be based on how the US treated racial minorities - lower wages and harder to get educational qualifications.  That doesn't really capture what was happening with discriminated cultures in Europe - e.g. Czechs in the Austrian Empire, Greeks in the OE, Jews in lots of places in Europe.  It also doesn't capture the administrative problems of empires with linguistically diverse populations, a problem impacting many states but the Austrians in particular.
Title: Re: Victoria 3
Post by: The Minsky Moment on May 24, 2023, 02:03:10 PM
As for 1.3/pack, I haven't placed France and the agitators seem half-baked as implemented.  However, the main change in terms of gameplay impact seems to be the law enactment system which IMO is a big improvement.
Title: Re: Victoria 3
Post by: The Minsky Moment on May 24, 2023, 02:20:50 PM
Quote from: Syt on May 24, 2023, 12:14:40 PMYeah, this whole affair is a bit of a letdown. His comment about agitators not really being visible unless you have access to them hits at a main complaint I still have about the game - how invisible it is what's happening in other countries. Unless you obsessively check countries all the time you have no idea (or an easy overview) what their current laws are, their governments, their institutions, what political movements exist in the world, election results, if revolutions are brewing somewhere, where that agitator is that you exiled and is no longer on the list of exiles, what events are happening elsewhere (is a disaster affecting one of my trading partners for a crucial commodity?), let alone any history of any of those things.

I generally enjoy playing my country of choice, but it always feels like being two, three grades removed from what everyone else is doing.

What would be nice (and immersive) would be to get diplomatic dispatches of notable events in countries within your declared areas of interest - changes in government, election results, agitator activity, etc.
Title: Re: Victoria 3
Post by: Tamas on May 24, 2023, 02:45:24 PM
Quote from: The Minsky Moment on May 24, 2023, 01:59:47 PM
Quote from: Tamas on May 23, 2023, 06:46:27 AMFurther, I don't like how I managed to create a super-calm political environment by the mid 1860-s in Austria. Sure there are over 4 million radicals in the country due to discrimination, and the living standard average is deplorable (9-something) but there is no turmoil in any single province, and ALL IGs are in positive territory, most of the significantly, thanks mostly to laws that Austria has by default. It is the smoothest sailing I have ever had with Austria in this game, not a good first look for this patch. :(

Austria's starting laws are pretty favorable - interventionism, professional army, public schools, propertied women.  It seems like the main way the game models political turmoil is by making you want to pass laws that powerful early game IGs hate.  As implemented, Austria can side step that because its initial law set up is basically OK.  And you can move to better tax laws or appointed bureaucrats without pissing off landowners too much.

IMO EVERY Country should start with traditional economy except Britain and maybe the low countries, the US, and France.  Austria should definitely have it at start. Austria shouldn't have public schools either; I know there was some schooling but not at a level that justifies the in game bonuses.

The game also doesn't implement discriminated cultures well; it seems to be based on how the US treated racial minorities - lower wages and harder to get educational qualifications.  That doesn't really capture what was happening with discriminated cultures in Europe - e.g. Czechs in the Austrian Empire, Greeks in the OE, Jews in lots of places in Europe.  It also doesn't capture the administrative problems of empires with linguistically diverse populations, a problem impacting many states but the Austrians in particular.

All good points. I never understood the Austrian laws, I am not even sure serfdom should be abolished in 1836.
Title: Re: Victoria 3
Post by: Syt on May 25, 2023, 02:12:08 AM
Quote from: The Minsky Moment on May 24, 2023, 02:20:50 PMWhat would be nice (and immersive) would be to get diplomatic dispatches of notable events in countries within your declared areas of interest - changes in government, election results, agitator activity, etc.

Even the newspapers from Vic2 would be nice to have back. :D

FWIW:

https://forum.paradoxplaza.com/forum/threads/victoria-3-1-3-known-issues.1586653/

QuoteUpdate 1.3 released on the 22nd May and has not been without some bugs and issues. Of which, we released a hotfix addressing a bug ommitting new lines in Chinese Localization (1.3.1).

Ever since the release, we have been hard at work catologing and addressing issues you have discovered, below you will see a list of known issues, that will be fixed in upcoming patches - the first of which will be coming next week. Where applicable information on a short term workaround is shared to use until the bug has been patched.

Known Issues:
  • Out-Of-Sync issues due to Anarchist Ideology stances
  • In some cases buildings (trade centers, ports) in split states get duplicated. This can cause big performance problems
  • Political Movements may spawn and resolve repeatedly due to getting support only from Agitators
  • Achievement "Shut the Door Behind You" is DLC locked when it shouldn't be
  • "Vox Populi" achievement fails to trigger
  • The Texture Streaming setting causes the border between the map and the table to look very blurry (workaround: disable Texture Streaming in Graphics settings)
  • Divided Monarchist events might keep firing even when the JE has reached 100 progress
  • Outliner does not show the radicalism of revolutionary movement
  • Typo in Event text of 'When You Have A Hammer' in English locale ('supper' instead of 'support')
  • Duplicate Napoleon due to the Bonaparte Restoration completing before the 'The Third Bonaparte' triggering
  • Max Stirner may be spawned multiple times
  • Event ig_revolutions.4 - 'Call for Intervention' might display 'Error' in Ruler's title
  • Establish Colony map interaction checks State Region for claim adjacency rather than State
  • Alfred Hugenberg has Emperor Norton's Interest Group and Ideology
  • AI struggles with petitions and passing some laws
  • In some cases an Agitator is not supporting a movement the tooltip claims they would
  • Some text is cropped in the Technology Tree
  • Agitator Popularity impacts Political Movement support too much
  • Changing graphics setting in the main menu and entering the game results in all hidden map objects being displayed
  • Revolutionary events that reference states as if revolutionary activities go on there sometimes occur in unincorporated states
  • Building panel does not show employment bars for pop types that have no workers
  • Characters of the wrong dynasty/ideology can be randomly generated during French revolts
  • NULL_STATE buildings in single state revolutions/secessions: when queuing a lot of buildings in a single state following a revolution, leads to several null_state entries appearing in the building queue panel
  • Some characters start with the wrong HQ, Commander Rank, or superfluous Traits
  • Pop-up about Expiring Obligations shows the incorrect country
  • Missing icons for the executables on Linux and Mac
  • Mac - Crash reporter fails to send a report
  • Manually saving the game may not work when playing as a revolutionary country in Russian locale (workaround: delete the default save game name entirely and rewrite it)
  • Date missing year and day icons in Election panel in Chinese locale
  • Text rendered on map in Chinese locale may get corrupted after playing for some time (workaround: quit to desktop, reload the game)
  • Some notable historical characters lack Wikipedia links
  • When the revolution clock is ticking and a new political movement is spawned or disbanded, the animation and sound of spawning the revolution clock is replayed
  • Increase Relations tutorial does not trigger with any country with attitude less than/equal too cautious and with less than amicable relations
  • German National Identity Journal Entry disappears after The Schleswig-Holstein Question JE is completed
  • If you try to establish a colony on a sea node it will display a null_obj
  • A game crash while in MP may block the game for other players, since the game cannot progress if one of the players is at least a week behind the rest (workaround: kick the crashed MP client from the session)
  • Poor connection and high game speed during MP may cause unresponsiveness when manipulating the outliner categories
  • Changing graphics preset after having exited a game to the main menu may crash to desktop
  • Tutorial highlighting of lens options will not trigger if the lens option is not already visible when the tutorial step is reached
  • AI may start wars against countries it can't reach
These known issues are in progress, we continue to look through our communities for the issues you are raising and doing our best to fix them in the shortest time we can so you can enjoy your playthroughs without concerns from bugs.

If you notice anything else, and have the time to spare, please report the issue on our bug reporting forums using the link here.

This is not a complete list of known issues! If you are experiencing a bug not on this list, we may be aware of it and working on it - especially if you have submitted it in a bug report already.
Title: Re: Victoria 3
Post by: Tamas on May 25, 2023, 02:59:30 AM
Quote from: The Minsky Moment on May 24, 2023, 02:03:10 PMAs for 1.3/pack, I haven't placed France and the agitators seem half-baked as implemented.  However, the main change in terms of gameplay impact seems to be the law enactment system which IMO is a big improvement.

Yes, and while we are doing positives, I have modded in some changes and restarted as my benchmark (Austria). I don't think my changes had anything to do with it but in 1865 a countdown to revolution over Cultural Exclusion started (which is how the game translates of minorities not wanting to be discriminated anymore).

Much like the law enactment system, the revolution countdown seems much improved. The cycles of upticks seem more deliberate and meaningful, and the events I have been getting are especially nice - they were mostly around making choices between violence (can be effective to quell things, or fuel to the fire) and non-violence (you largely relinquish your chance to quell in exchange of avoiding a truly bad result) - it's neat because it isn't a truly ideological choice - you may not want to use violence but it often feels the better gamble than just letting things escalate on their own.

So there's definitely promising stuff under the layers of disappointment. Now the key is to have whoever designed these two reworks to wrestle back control from whoever required and approved the DLC content.
Title: Re: Victoria 3
Post by: The Minsky Moment on May 26, 2023, 12:05:56 PM
Victoria 3 is still getting "mixed" ratings on Steam as opposed to Victoria 2 which is "mostly positive."  And there are bunch of recent Victoria 2 reviews saying how much better the game is than Vic3.

I played a lot of Vic 2 - more than any other Pdox game other than EU2.  I liked the game but Victoria 3 at version 1.2 was already far better game than Victoria 2 in its final form in terms of gameplay, "historical realism", "immersion," or pretty much any category you can think of other than stress on system resources.
Title: Re: Victoria 3
Post by: Syt on May 26, 2023, 12:15:29 PM
Yesterday's DD:

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-87-voice-of-the-people-post-release-update.1586802/

QuoteHello! It's going to be a short and sweet development diary today as we're all very busy working on... well, the stuff I'm going to be talking about today!

As you all know, Update 1.3 and Voice of the People launched a few days ago. It's a big update, particularly to the political subsystems in the game, and it hasn't been without some bugs and balance issues. We have already rolled out a fix for the bug that omitted newlines in Chinese localization (1.3.1). We have another set of bug fixes (1.3.2) in the pipe, scheduled for next Tuesday if all tests clear. This update should fix a number of issues on the list.

We are also working on cataloging and incorporating your feedback on the new Journal Entries and events into a future update. For example, we're planning on increasing both the interactivity and challenge of the Divided Monarchy Journal Entry. Stay tuned for more on when this update will be released!

Victoria 3's Immersion Packs are meant to enhance the depth of a particular aspect of the game. For Voice of the People, that aspect is political agitation and revolutions. France is a great country to showcase these mechanics with, and we also used French aesthetics for the wealth of new art also included in Voice of the People, but the intent is not to make it a "country pack". The new map, UI skin, and command room table are available even if you don't play as France, and with the theme selector we are rolling out with Dawn of Wonder (the Art pack coming in Q3 - more on this below) you will be able to customize which theme combinations you want. Historical Agitators appear across the world, and several of the new character interactions relating to Agitators as well as coups apply regardless which country you play. Rest assured we will be rolling out country-specific content in other expansion products and updates in addition to Immersion Packs.

After the release, we received feedback suggesting that Update 1.3 - released alongside Voice of the People - has had a greater impact than the DLC itself. This is partially because we needed to introduce a significant number of new events to support the new Agitators and revamp the revolution progression system. However, the main reason for this perception is our approach to DLC development, where we don't want to lock essential mechanics behind paywalls. Mechanics spread out over multiple DLC tends to fragment the community, makes mod management harder, complicates building new features on top of old ones, and can cause features to become unbalanced over time. As an example of this approach, based on your feedback, we elected to include the Exiles mechanic in the free update rather than the DLC to address concerns about future game balance. While there is a risk this reduces the perceived value of the DLC, it ensures that the core gameplay experience remains intact and allows for future expansion without limitations.

The Voice of the People DLC still offers a range of unique content such as new events, stunning artwork, and exclusive mechanics for owners. While we understand that the number of features and improvements in the free update can lead to a lower perception of value for the DLC, we do not believe that the answer here is to simply paywall more features. Instead, we will strive to learn and improve from the criticisms of the content in Voice of the People without compromising our principal focus, which will remain on the core gameplay experience.

On the topic of lessons learnt, in case you missed it, what was originally a pre-order bonus for Voice of the People - the Agitators Jules Brunet, Georges Clemenceau, and Alexis de Tocqueville - were made available to everyone who owns Voice of the People the day after release. We didn't realize quite how valuable these characters would be to you, so thank you for making it known how you felt about this and we hope these brilliant gentlemen will help improve your great nations!

Finally, a note about the more distant future. Many of you noticed that with the availability of an Expansion Pass to upgrade from the base game to the Grand Edition, two additional products for Victoria 3 were soft-announced: the aforementioned Dawn of Wonder Art pack, and Sphere of Influence, our first major expansion. We can't get into a lot of detail on these on the Steam pages yet and as a result I've seen a lot of speculation around them. There are a few things I'd like to clarify prior to the official announcement.

First off, yes, Dawn of Wonder will include a Day/Night cycle. It is super customizable (naturally you can turn it on and off, but you can also for example scale it to in-game time so a full cycle could take 1 day or 1 year depending on your preferences - or even sync it to your computer clock for cozy nighttime play) and looks terrific in action.

It doesn't have any effect on the paper map view, of course, but if you enjoy watching and listening to your little towns while playing, it really makes the world come alive. The Day/Night Cycle isn't everything in the Art pack, there will also be a hefty assortment of the kinds of things we also included in the Voice of the People Immersion Pack (thus why a theme selector will also be included).

Secondly, regarding Sphere of Influence. As mentioned in the description, among several other features this major expansion will add Power Blocs, which lets you spread your influence across the world via soft power. I have spotted a few concerns that a Sphere of Influence mechanic that served this same purpose was already included in the Victoria II base game, so I wanted to clarify what this expansion actually contains.

Victoria 3's base game already has features to model the Sphere of Influence mechanic from Victoria II: subjects, and customs unions (in fact, it's not uncommon to hear players refer to forcing nations into customs unions or subject relationships as 'sphering'). Members in a customs union share a unified market but have no other diplomatic ties, while subject nations are also forced to participate in their overlord's market but have a number of diplomatic restrictions placed on them as well. The ability to influence, cajole, or dominate other countries to force them into your market / sphere is already something you can do in Victoria 3 using a mix of diplomatic and military tools.

The idea behind Power Blocs is to make a shared market merely one of numerous ways in which countries can cooperate with (or exploit) one another. The most fundamental of these, and the core mechanic itself, will be part of the free update delivered alongside the expansion. Much like with Voice of the People, we don't want to fall into the trap of making the base game on its own obsolete over time by locking key mechanics behind paid expansions. The various ways in which players can customize Power Blocs should help make different Great Powers more distinct, enhance interaction and dependencies between nations, make Influence and Prestige feel more meaningful, and so on. While some of these options will be in the free update, others will be in the paid expansion
.

So then I hear you wonder, why call the expansion Sphere of Influence? Simple answer: it's a terrific term to describe what sorts of features it contains! It may evoke the memory of one beloved mechanic from Victoria II, but the expansion itself is intended to be a broad enhancement to diplomatic gameplay with a variety of features. And as always, the fundamentals will not be paywalled.

On that note, the Sphere of Influence expansion blurb also says that investing into foreign economies will be a feature, and there have been concerns that this means we're going back on our earlier promise of making foreign expansion available in a free update. To be clear, we are always going to allow for foreign expansion in your subject nations, with or without the Sphere of Influence expansion. The expansion will add a great deal more options to Power Blocs, foreign expansion, interference in other countries' politics, and much more - but the core systems will be in the free update, since that's how we keep them current and fresh and can build on them in the future.

The release dates for Dawn of Wonder and Sphere of Influence listed on Steam are placeholder dates until their respective announcements, but do roughly reflect reality. Sphere of Influence is scheduled for early 2024, to allow sufficient time to implement new features of considerable complexity, but that's not how long you have to wait for another major update! We are also planning for another major free update - with an open beta - before 2023 is over, similar in scope to our 1.2 release. Some of the improvements to the diplomatic gameplay we're currently developing for the update alongside Sphere of Influence is targeting this release rather than the one in Q1 2024. You will hear a bit more about that next week when we return to give you an update to our post-release plans!

I hope this has cleared up a few of your questions and concerns! In closing, we are very happy to see the big uptick in player numbers since Update 1.3 and Voice of the People, and we hope you are all enjoying your time with it!

Further down in the thread:

Quote
QuotePlease consider focusing on war mechanics in the near future. The only time I really need to change the speed to normal from fast is when I'm in a war. It's the least fleshed out part of the game but requires the most coddling. Moron generals opening up random fronts with no units can quickly ruin a game. I thought the whole goal of war in this game was to be hands off but despite that, it's the most player intensive because AI is just too stupid and the mechanics are wonky.
One of the main focuses of the next major free update will be addressing issues with warfare.
Title: Re: Victoria 3
Post by: Tamas on May 27, 2023, 08:55:53 AM
OMG the game is so slow again. At 1890 and I am ready to give up because of the crawling top speed.
Title: Re: Victoria 3
Post by: Syt on May 30, 2023, 06:22:08 AM
Patch notes:

Quote- Fixed an issue where Divided Monarchists events could keep firing even after reaching 100 progress
- Fixed an issue where events could give you a second Napoleon III after already having one Napoleon III
- Reduced the impact of Agitator Popularity on Political Movement Support
- Safeguards added to hopefully prevent an issue where some mods could cause buildings to get duplicated in split states
- The "Shut the Door Behind You" achievement no longer requires Voice of the People to unlock
- Fixed the Anarchist ideology having duplicated stances on Economic System laws
- Fixed a texture streaming issue that caused the border between the paper map and the table to look blurry when zoomed out
- The Vox Populi achievement should now work properly
- Fixed an issue where Agitators would sometimes not join the correct Political Movement
- Fixed an issue where agitator supported political movements could repeatedly form and disband
- Agitator support tooltip is now shown correctly for Agitators with 0 popularity
- Radicalism of revolutionary political movements is now shown correctly in the outliner
- Fixed a bug where civil wars could break the Divided Monarchists Journal Entry due to incorrectly setting a variable
- The Paris Commune now inherits the Journal Entries and variables of France if it ends up victorious and annexes France
- Fixed NULL_OBJ being shown in event 'Pébrine Outbreak'
- Fixed a typo in the event 'When You Have a Hammer'
- Fixed incorrectly formatted text in the event 'Devout Call For Intervention'
- Fixed an issue where the German Unification chain of Journal Entries did not work correctly for Lübeck
- Fixed an issue where the Schleswig-Holstein Question Journal Entry would incorrectly resolve without taking Holstein
- Fixed an issue where the German National Identity Journal Entry could complete before the Schleswig--- Holstein Question Journal Entry, potentially breaking the whole German Unification chain
- Fixed an issue where Max Stirner could end up spawning multiple times
- Fixed an issue where NULL_STATE entries could appear in the Construction Queue due to revolutions/secessions splitting states
- The AI now correctly understands how to resolve the Government Petition Journal Entry
- Fixed a localization issue with numerous triggers relating to unification where the name of the unification would not be shown
- Fixed an issue where some sound effects for free features such as Exile Agitator were incorrectly DLC locked
- Fixed an issue where exiling an Agitator would not remove their support from the Political Movement they were a part of
- Fixed a crash to desktop issue in the virtual file system
- It is no longer possible to colonize inland states that you do not border just because the state region they are a part of is coastal
- Fixed an issue where saving the game was blocked in certain languages when playing as a revolution due to country name formatting
Title: Re: Victoria 3
Post by: Tamas on May 30, 2023, 12:11:41 PM
Thanks. Nothing there about improving performance. :(
Title: Re: Victoria 3
Post by: Valmy on May 30, 2023, 01:49:13 PM
Quote from: Syt on May 30, 2023, 06:22:08 AM
Quote- Fixed an issue where events could give you a second Napoleon III after already having one Napoleon III

I have this image of the Spiderman meme but with Napoleon IIIs.
Title: Re: Victoria 3
Post by: The Brain on May 30, 2023, 01:51:15 PM
Surely in EUIV you can get a Dmitry even if you already have a Dmitry?
Title: Re: Victoria 3
Post by: The Minsky Moment on May 30, 2023, 01:55:26 PM
Bring back Napoleon III II
Title: Re: Victoria 3
Post by: Solmyr on May 31, 2023, 02:27:15 AM
Quote from: The Brain on May 30, 2023, 01:51:15 PMSurely in EUIV you can get a Dmitry even if you already have a Dmitry?

It's a False Dmitry though.
Title: Re: Victoria 3
Post by: The Brain on May 31, 2023, 03:20:49 AM
Quote from: Solmyr on May 31, 2023, 02:27:15 AM
Quote from: The Brain on May 30, 2023, 01:51:15 PMSurely in EUIV you can get a Dmitry even if you already have a Dmitry?

It's a False Dmitry though.

Says who?
Title: Re: Victoria 3
Post by: Solmyr on May 31, 2023, 07:55:34 AM
Quote from: The Brain on May 31, 2023, 03:20:49 AM
Quote from: Solmyr on May 31, 2023, 02:27:15 AM
Quote from: The Brain on May 30, 2023, 01:51:15 PMSurely in EUIV you can get a Dmitry even if you already have a Dmitry?

It's a False Dmitry though.

Says who?

Boris.
Title: Re: Victoria 3
Post by: Valmy on May 31, 2023, 01:54:27 PM
Quote from: Solmyr on May 31, 2023, 07:55:34 AMBoris.


He was good enough to know.
Title: Re: Victoria 3
Post by: Syt on June 26, 2023, 03:56:42 AM
New patch is out. Change log:

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-90-update-1-3-5-changelog.1591304/

Main items are the red-do of the Divided Monarchy entry for France, making it more interesting, and giving the option to demobilize Generals who have been mobilized for at least 6 months (there will be demob expenses decaying over 4 months, though). There's a bunch of more changes (e.g. for unification plays, France's "Natrural Borders journal entry), fixes, balance changes etc.

Unfortunately, there's a new annoying issue - if a subject (vassal, tributary, puppet, dominion - not sure about protectorates) has a revolution in which the overlord intervenes and becomes the war leader, the overlord will annex the revolutionary states. :lol: :bleeding:
Title: Re: Victoria 3
Post by: Syt on June 26, 2023, 04:55:32 AM
https://forum.paradoxplaza.com/forum/threads/victoria-3-1-3-5-known-issues.1591806/

QuoteOur patch 1.3.5 is released today, June 26th. While it should work pretty well, there are some issues you might encounter during the gameplay.

The Known Issue list has been updated for the release of version 1.3.5. Please find the list below:
  • Divided Monarchies soft locks if there is a tie. If two dynasties reach the goal on the same tick the JE fails to move on to the next phase.
  • A large amount of available construction points allows for queuing of agricultural buildings over the Arable Land limit.
  • A country about to get fully annexed still get Claims (and notifies relevant countries of this) on its former states right before it gets destroyed
  • The game displays NULL_OBJ front in right click interaction list for generals that are preparing a naval invasion.
  • A country that no longer exists starting Diplomatic Play causing NULL_OBJ War, it happens rarely but it is on our known issues under work.
  • JE "Research Technology" remains if there is an entry in the queue in the tutorial.
  • Certain historical characters are not always transferred to the Paris Commune when it breaks away from France.
  • AI is not changing laws through petitions that have less than a 50% chance to enact.
  • Currently, one of the bizarre technical issues we have is our game crashing when attempting to open Steam overlay (Shift + Tab) on Linux. It is under investigation and we are trying to determine the cause. Workaround would be not enabling the Steam overlay for Linux OS at the moment.
  • Tooltips for "Sway to Bonapartism/Orleanism/Legitimism" contains unlocalized strings in the Korean language.
  • Tooltips (again) which usually display a button shortcut combination are incorporating unusual signs in the Turkish language.
Title: Re: Victoria 3
Post by: grumbler on September 06, 2023, 05:12:55 PM
Waiting for Starfield, I played about 60 years of the current Vic3 incarnation.  Played as Britain because I wanted to see how the more significant diplomatic plays went down.  Overall, I thought that it played well.  Economics still badly needs the Vic2 world market, because under the current system every nation strives for autarky and competitive advantage doesn't really exist.  Military system is mostly unchanged, set at "silly, but workable."

I'd say it's now probably 90% of the game I was hoping for when it first came out.
Title: Re: Victoria 3
Post by: Solmyr on September 06, 2023, 05:17:52 PM
They are adding local markets next patch, so that nations will be better off specializing in what they can produce well and purchasing the rest.
Title: Re: Victoria 3
Post by: The Minsky Moment on September 06, 2023, 09:40:00 PM
Quote from: grumbler on September 06, 2023, 05:12:55 PMEconomics still badly needs the Vic2 world market, because under the current system every nation strives for autarky and competitive advantage doesn't really exist.  M

Problem is that the Vic2 world market erred even worse in the opposite direction, with frictionless trade of goods magically teleporting around the world.

It is a problem though because under the current build, trade is really only useful as a stopgap to cover a temporary shortage until the required factories are built.  it always seems like you can build just about everything reasonably efficiently, which shouldn't be.

It's tough to model as economists and historians still argue about how competitive advantage comes about.  I recall seeing something in a dev diary about connecting production efficiency to resource proximity, which could work as a decent approximation, although it does not really capture the historical reality.
Title: Re: Victoria 3
Post by: Syt on September 07, 2023, 12:43:05 AM
As Solmyr said, local pricing will come into play "soon", making it generally cheaper to buy local, incentivizing creating industry clusters (e.g. steel mills in areas with coal/iron). Remains to be seen if implementing that will help with the current issues. As a side effect it might help against the skyrocketing standards of living in colonies where the locals can currently buy things frictionless and easily have their needs met. :P
Title: Re: Victoria 3
Post by: The Minsky Moment on September 07, 2023, 11:25:57 AM
Local markets/resource proximity can explain why (e.g.) successful steel industries arose in western Pennsylvania or the Ruhr; it does not explain why Japan became a respectable steel producer, nor does it explain why India became an importer of cotton textiles in the 19th century after being the world leader in the prior century.
Title: Re: Victoria 3
Post by: Syt on October 12, 2023, 04:11:07 PM
V3's new beta patch is out - it says it should include all major changes for the November patch, but there's some feedback that there's some issues (e.g. mass immigration targets seem to work in reverse with people leaving from the target to the origin of the migration - guess someone messed up + and - :D ), and I had a look at the new military system and ... I will need some time to get through that. I checked out their discord, and OPB seemed quite frustrated with the new system. :D

You assign units to commanders. So you say, "give this guy 10 more troops" and then you decide where to build the barracks on the map, and apparently it makes it quite difficult to follow which commander is drawing troops from where leading to issues of trying to figure out whether your troops can be reinforced or not if they suffer losses (is there working population in the state of that specific barrack that suffered the losses) - which again potentially leads to microing e.g. production methods (freeing up workers through automation so they can move to barracks).

That is, if I understood this correctly. :P
Title: Re: Victoria 3
Post by: Tamas on October 12, 2023, 04:57:19 PM
Yeah I think there's lot to like here but just got totally bugged out of a war where I was a minor partner. I seem permanently locked out of all of my own armies after being unexplainedly white peaced out of the war. So yeah I'll be returning after either a beta hotfix or the official release. :P
Title: Re: Victoria 3
Post by: Syt on October 17, 2023, 01:01:41 AM
This screenshot from the beta on Reddit made me chuckle.

(https://i.postimg.cc/LmxgPFnK/image.png)

Quotefor aid in putting down a minor revolt in Australia (that has literally no army), Britain is willing to give me the Raj
Title: Re: Victoria 3
Post by: Syt on October 25, 2023, 04:25:12 PM
One year since this released. What is time anymore? :D

New dev diary: https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-99-colossus-of-the-south.1603504/

Patch 1.5 will come Nov 14th, and a new small content pack "Colossus of the South" will come out, covering ... *checks notes* ... Brazil. :hmm:

Will be 5.99, or free if you have the "Grand Edition" or the Expansion Pass.

(https://clan.cloudflare.steamstatic.com/images//40579353/9ea049daba8ee2fe20e32f715d02c6c074c4b5d7.jpg)

(https://clan.cloudflare.steamstatic.com/images//40579353/5b77e6e528b299e6ed06c5edb0ae96667e94f4a6.png)

Title: Re: Victoria 3
Post by: Josephus on October 25, 2023, 05:18:55 PM
One of these days I'll pick it up again. Didn't really do much for me on launch.
Title: Re: Victoria 3
Post by: Syt on November 14, 2023, 01:00:37 AM
Change log: https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-100-anniversary-update-changelog.1608302/

I guess the days of your power plants in London powering your electric railroad in Madagascar are truly over. :(


QuoteServices, Electricity and Transportation are now local goods whose prices are fully set based on local production and consumption and whose market price plays no role at all
Title: Re: Victoria 3
Post by: Crazy_Ivan80 on November 14, 2023, 11:15:41 AM
Quote from: Syt on November 14, 2023, 01:00:37 AMChange log: https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-100-anniversary-update-changelog.1608302/

I guess the days of your power plants in London powering your electric railroad in Madagascar are truly over. :(


QuoteServices, Electricity and Transportation are now local goods whose prices are fully set based on local production and consumption and whose market price plays no role at all


Aww dang. There go my stocks in underwater powerlines....
Title: Re: Victoria 3
Post by: Solmyr on November 15, 2023, 01:13:44 AM
Are land connections also not considered? Would be weird if a power plant in Kent cannot power London.
Title: Re: Victoria 3
Post by: Syt on November 15, 2023, 02:14:17 AM
Haven't tried the new patch yet, but I found this thread amusing:

https://forum.paradoxplaza.com/forum/threads/great-demand-but-no-one-wants-to-work.1610112

Basically, it seems a lot harder to just build complete supply chains and have them fill with workers, because:
1. job satisfaction - if folks are satisfied with their current job (needs are met etc.) they're unlikely to switch
2. qualifications seem more important (having them and not having them - i.e. overqualified states might run into a shortage of low skill labor)
3. local pricing, meaning that input goods might be very expensive at the start unless they're produced locally (tech advances/infrastructure will help even out local pricing over the game's time somewhat), meaning your steel mill built in the boonies where you have labor but nothing else (coal, iron) is not going to be very profitable in early game, if ever

I especially like comments of, "But this is a strategically important industry for the growth of the nation - people should want to work there!" Not how it works IRL, I think. :D

This looks quite promising, as it should slow down the industrial expansion a lot, hopefully make specialized economies more important (it was way too easy to just create full production chains yourself even as a middling country), and lead to more interesting decision making (I want to grow industry X, but I need input good Y to be close, and I will have to get people to switch away from factory Z to X).

(I'm sure there will be more balancing around this, and I hope they don't end up nerfing it to become meaningless to appease the people who want to turn Sokoto into a capitalist-industrial democracy within 20 years.)
Title: Re: Victoria 3
Post by: The Minsky Moment on November 15, 2023, 11:16:05 AM
Quote from: Syt on November 15, 2023, 02:14:17 AM"But this is a strategically important industry for the growth of the nation - people should want to work there!" Not how it works IRL, I think. :D

QuoteI don't understand why my population wouldn't consider taking jobs that a vital to a nations growth.

Example Papal State play I tried - They refused to work in a Military Shipyard, Refused to make Steel.

Yes there are reasons why the 19th century Papacy was not known for its devastating naval power  :)  [Too bad, it would have wiped the smirk off Stalin's face]

However, I was concerned the see the screen shot from the 1856 Pennsylvania game showing only 8000 peasants and 1000 farmers, but with 1 million laborers and hundreds of thousands of machinists, clerks, engineers.  That should not be a feasible pop distribution for that time and place.
Title: Re: Victoria 3
Post by: Syt on November 15, 2023, 11:28:00 AM
That is quite true.
Title: Re: Victoria 3
Post by: Syt on November 15, 2023, 11:30:50 AM
I usually rate images daily on Midjourney - fairly easy to gain an hour of fast processing time (not that I need it, but it's free :P ). It shows you two images and you click the one you like better.

Came across this just now:

(https://i.postimg.cc/q7mYJnyT/image.png)
Would make for an excellent Victoria logo. :lol:

Prompt: "Pink Alphabet: intricate big letter V in front. Alphabet V, detailed with Celtic and floral design in wooden gold frame, white background"
Title: Re: Victoria 3
Post by: OttoVonBismarck on November 19, 2023, 04:41:12 PM
I have held off on playing until this weekend (there is a free event) since the game had such terrible reviews initially. I'm only into it at a very thin level right now since, like most PDox games, I assume it will take several weeks of play to feel comfortable, but I'm liking it so far.
Title: Re: Victoria 3
Post by: Syt on December 16, 2023, 04:25:50 AM
Had a quick look at where the Morgenröte mod currently stands. And they've been busy churning out content. What makes them a bit special to me is that where most gameplay address balance or add a bit more detail, Morgenröte feels like a proper expansion geared towards flavor. And most of it (at a glance) is really just for flavor (and prestige!), though there are gameplay implications.

An overview of the major releases is here: https://steamcommunity.com/workshop/filedetails/discussion/2889925770/3734078642262194596/

I fired up a quick game as Austria. You can now invest resources in your academy of sciences. Specializing your universities allow you to hire characters (e.g. an engineer, an anthropologist, archaeologists ... ) who can then be assigned projects - archaeological expeditions to Crete or the Valley of the Kings (provided you have the permit to dig there), botanical expeditions into the jungles, researching old fossils ... additionally, you can specialize your research, e.g. if you want to have a bonus to military research (at the expense of society and production research). Over time, with your discoveries the tenets of your scientists and society may change.

Sports & Culture add another field where you can invest money to sponsor e.g. balloonists to chase records in height, distance, duration (I assume that will transition to planes later), or sponsor conquering the world's most challenging peaks. The Olympics are also featured, of course.

You can specialize your opera houses, and you have a new point collection for musical tradition - which gives prestige and may allow you to patronize famous composers. Monuments can be built for the likes of Mozart of Beethoven in their birth places. And musical instruments are a new type of good.

Astronomy is another pursuit (mapping the planets, including deciding what *is* a planet ... at start of the game the scientific consensus says "11" - not sure if accurate tbh :P ).

Plus, there's country specific flavor bits. E.g. as Austria, once you have the necessary requirements (e.g. sewers), you can start a journal entry to build the Ringstraße boulevard.

All in all, it's a pretty impressive mod IMO. :)
Title: Re: Victoria 3
Post by: Solmyr on December 17, 2023, 02:08:04 AM
Looks interesting, but probably wildly incompatible with everything else? :D
Title: Re: Victoria 3
Post by: Syt on December 17, 2023, 02:29:55 PM
Unsure. The only other gameplay mod I use is OPB's Victoria Tweaks mods. I played for about an hour or so with both switched on and it seemed to be ok. Not sure though :D
Title: Re: Victoria 3
Post by: Syt on February 01, 2024, 01:51:10 PM
Dev Diary on upcoming UI changes for 1.6:


:mmm:
Title: Re: Victoria 3
Post by: Josquius on February 07, 2024, 07:52:48 AM
Quote from: Syt on December 16, 2023, 04:25:50 AMHad a quick look at where the Morgenröte mod currently stands. And they've been busy churning out content. What makes them a bit special to me is that where most gameplay address balance or add a bit more detail, Morgenröte feels like a proper expansion geared towards flavor. And most of it (at a glance) is really just for flavor (and prestige!), though there are gameplay implications.

An overview of the major releases is here: https://steamcommunity.com/workshop/filedetails/discussion/2889925770/3734078642262194596/

I fired up a quick game as Austria. You can now invest resources in your academy of sciences. Specializing your universities allow you to hire characters (e.g. an engineer, an anthropologist, archaeologists ... ) who can then be assigned projects - archaeological expeditions to Crete or the Valley of the Kings (provided you have the permit to dig there), botanical expeditions into the jungles, researching old fossils ... additionally, you can specialize your research, e.g. if you want to have a bonus to military research (at the expense of society and production research). Over time, with your discoveries the tenets of your scientists and society may change.

Sports & Culture add another field where you can invest money to sponsor e.g. balloonists to chase records in height, distance, duration (I assume that will transition to planes later), or sponsor conquering the world's most challenging peaks. The Olympics are also featured, of course.

You can specialize your opera houses, and you have a new point collection for musical tradition - which gives prestige and may allow you to patronize famous composers. Monuments can be built for the likes of Mozart of Beethoven in their birth places. And musical instruments are a new type of good.

Astronomy is another pursuit (mapping the planets, including deciding what *is* a planet ... at start of the game the scientific consensus says "11" - not sure if accurate tbh :P ).

Plus, there's country specific flavor bits. E.g. as Austria, once you have the necessary requirements (e.g. sewers), you can start a journal entry to build the Ringstraße boulevard.

All in all, it's a pretty impressive mod IMO. :)

I dunno. This sort of thing all smells rather like the CK3 stuff where the emperor of half the world gets random events about playing chess with a random baron and the like.
Perfectly fine for 'flavour' but does it really fit together with the general scope of the game?
Title: Re: Victoria 3
Post by: Jacob on February 07, 2024, 02:09:01 PM
I pre-bought the expansion anyhow. It's 20% off at the moment.
Title: Re: Victoria 3
Post by: Syt on March 06, 2024, 01:21:31 PM
1.6 released today. Also, Sphere of Influence, originally scheduled for March release, scheduled for May:

https://store.steampowered.com/app/2411231/Victoria_3_Sphere_of_Influence/

QuotePut your diplomatic skill to the ultimate test in Sphere of Influence, a new expansion to Victoria 3. Pull other nations into your orbit through diplomatic skill, economic leverage or straightforward bribery. Building a durable international faction of like-minded governments, pursuing common goals for a common good and the glory of your power.

Paradox Interactive's grand strategy simulation of the Victorian Age offers new ways to impose your will on the world. A coalition of reactionary powers can form blocs to work against the threat of liberal forces in other nations. Use your economic might to co-opt or coerce other regimes, spreading the banner of your ideology wherever your fleets might sail. Resist or embrace domestic pressure to change your traditional foreign policy, as economic and ideological agitators push you to build new coalitions of power.

Sphere of Influence adds many new actions and systems to illustrate the quick moving nature of diplomatic relations in this dramatic era, including new content specifically about The Great Game - the decades long competition between the British and Russian Empires for pre-eminence in North India and Central Asia.

Features of Victoria 3: Sphere of Influence includes:

Fierce Competition: Use your Prestige to become a Great Power and create your own Power Bloc! Dominate other nations in a diplomatic arrangement to pursue common economic or ideological goals, whether promoting open trade around the world or spreading specific values to other nations.

Power Bloc Customization: Choose the identity and principles of your loose alliance, whether it be a group promoting ideological concerns like the Comintern, or an economy-oriented bloc pushing for cross-border market integration like the Zollverein. You can even customize colors and emblems for your bloc!

"The Great Game": New events, journal entries and decisions inspired by the Russian and British rivalry in Central Asia, and a new Objective - you can play as any of the powers central to that conflict, including Persia and Afghanistan. A newly redrawn map highlights the many competing interests in this frontier between empires.

Foreign Investment: Invest in the economic development of countries outside of your direct influence, making a profit from their financial success.

Nationalization: Start a Diplomatic Play to seize foreign assets in your country and prevent your wealth from going overseas.

Subject Interactions: Adjust the payments from your vassals and protectorates, meddle in their internal politics and more!

Interest Group Lobbies: Domestic interest groups will pursue foreign policy objectives, promoting amicable relations with some countries and hostility with others nations or even influence the development of friendly lobbies in other nations.

Power Bloc Monuments: Build majestic monuments to emphasise your bloc's influence and domination over world events.
New Historical Flavor: New historical characters and companies, most centered on the Great Game content, as well as more events, new journal entries, Lobby related content, new clothing and event art.

(https://cdn.akamai.steamstatic.com/steam/apps/2411231/extras/En.png)


Now, I may be missing something, but ... Power Blocs? :unsure:

Though I guess that should making Cold War mods a lot easier. :P
Title: Re: Victoria 3
Post by: Syt on March 06, 2024, 01:25:28 PM
Screenshots:

(https://cdn.akamai.steamstatic.com/steam/apps/2411231/ss_f68a93d023259808948a2f4e25c505068547b360.1920x1080.jpg)

(https://cdn.akamai.steamstatic.com/steam/apps/2411231/ss_a28aeb897da055a2ac4b76b01714289f137c1bc9.1920x1080.jpg)

(https://cdn.akamai.steamstatic.com/steam/apps/2411231/ss_bf5fa8caac18f94b34d9ce26cf7a00366017264d.1920x1080.jpg)

(https://cdn.akamai.steamstatic.com/steam/apps/2411231/ss_5f8063a010c243486904e2231dfd5ecf22388eae.1920x1080.jpg)

(https://cdn.akamai.steamstatic.com/steam/apps/2411231/ss_3b723bb977ccd87737a7eb3dad22d4ec93868a8c.1920x1080.jpg)

(//cdn.akamai.steamstatic.com/steam/apps/2411231/ss_744beed66a2e3ebb935ac814cdacab9134a9fed2.1920x1080.jpg)

(https://cdn.akamai.steamstatic.com/steam/apps/2411231/ss_db544c934c13f102046cc9df6bcb1460da8b05c3.1920x1080.jpg)

(https://cdn.akamai.steamstatic.com/steam/apps/2411231/ss_9f77b742f21dc42cce373c86e4a69057ac7fbaac.1920x1080.jpg)

(https://cdn.akamai.steamstatic.com/steam/apps/2411231/ss_d5e06364b3fd3f615a0dab64d9a1c8b4aea63c04.1920x1080.jpg)

(https://cdn.akamai.steamstatic.com/steam/apps/2411231/ss_a6b89258bfb395808ec63cdc307006daf4133d05.1920x1080.jpg)

(https://cdn.akamai.steamstatic.com/steam/apps/2411231/ss_dce58eb279752c5858bc0f2be28b189b08fa69ff.1920x1080.jpg)
Title: Re: Victoria 3
Post by: Syt on March 14, 2024, 11:42:07 AM
Feature list for SoI:

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-108-sphere-of-influence-and-1-7-overview.1630240/

Next dev diaries:

21st March   Power Blocs
28th March   Foreign Investment & Building Ownership
4th April   Subject Interactions
11th April   Lobbies and More on Power Blocs
18th April   The Great Game
25th April   The Art of Sphere of Influence
2nd May   Changelog 1.7
Title: Re: Victoria 3
Post by: Josephus on March 29, 2024, 11:41:25 AM
Trying to give this another go. According to my save files, the last time I played was exactly 12 months ago. Feeling overwhelmed
Title: Re: Victoria 3
Post by: Tamas on March 29, 2024, 02:24:12 PM
Quote from: Josephus on March 29, 2024, 11:41:25 AMTrying to give this another go. According to my save files, the last time I played was exactly 12 months ago. Feeling overwhelmed

I've been tempted but I am going to wait for the DLC, it's only 5 weeks now and there's going to be a lot of interesting stuff.

Most of them broken at release, no doubt.  :P
Title: Re: Victoria 3
Post by: Syt on April 03, 2024, 01:08:25 AM
The foreign investment DD had me quite excited. Having owners of buildings separated from the buildings themselves is great, and should help funnel funds from the colonies/poor countries back home instead of having the Standard of Living in Kenya outpacing that of Paris or London :P

Though I'm worried that this change may lead to a lot of whining/complaining from people not understanding systems:

QuoteQ: Just to be clear: the private investment pool may be used by the AI to fund the creation of wholly new buildings in foreign countries, right? That is, we don't need to wait for that country to build something and then put it up for sale.

Does this mean that this may create situations in which capitalists might prefer to invest in foreign, more profitable enterprises, instead of on your own territory, generating employment overseas but not at home? That would be a really nice consequence.

A: Correct

There's people complaining regularly that private investors don't build "strategic" industries, because they should look at "what's good for the country" (and not what's good for their bank account?), and I assume this will add to that. "They should invest in jobs at home FIRST, not in some third world country where they can produce for a fraction of the cost!" :P (Esp. since they plan to remove the option to disable the private investment pool :D )
Title: Re: Victoria 3
Post by: Josquius on April 03, 2024, 03:56:30 AM
My reason for not getting this yet has come to fruition. Its on humble bundle :lol:

https://www.humblebundle.com/membership/home
Title: Re: Victoria 3
Post by: Josephus on April 03, 2024, 06:41:00 AM
One thing I will say about this game...it has the best map of all P'dox games.
Title: Re: Victoria 3
Post by: The Minsky Moment on April 03, 2024, 08:44:41 PM
1.5/1.6 seemed stable enough to start up a new game.
"Sphere" looks really promising but I figure a few months to get it running right.
Title: Re: Victoria 3
Post by: Syt on April 04, 2024, 12:45:05 AM
Yes. There seems a lot of complexity coming into the model which I think will have "quirks" at launch. I just hope they're taking notes from recent not so successful releases and try to get the base functionalities right from the get go.
Title: Re: Victoria 3
Post by: Solmyr on April 04, 2024, 03:18:52 AM
Quote from: Josephus on April 03, 2024, 06:41:00 AMOne thing I will say about this game...it has the best map of all P'dox games.

Best terrain map. Imperator has the best political/atlas map. :P
Title: Re: Victoria 3
Post by: Josephus on April 05, 2024, 09:29:01 AM
Just when I thought I was getting into this game, something happens I don't understand, can't fix, and want to rage quit. So I'm playing as Switzerland. Am in a customs union with Prussia. But suddenly I get alerts that I am isolated from Prussia. Don't have a land connection. Austria is embargoing Prussia. Is that the reason? And if so, why can't I connect through France and the west provinces which are connected. And what do I do?
Title: Re: Victoria 3
Post by: Tamas on April 05, 2024, 09:41:35 AM
Quote from: Josephus on April 05, 2024, 09:29:01 AMJust when I thought I was getting into this game, something happens I don't understand, can't fix, and want to rage quit. So I'm playing as Switzerland. Am in a customs union with Prussia. But suddenly I get alerts that I am isolated from Prussia. Don't have a land connection. Austria is embargoing Prussia. Is that the reason? And if so, why can't I connect through France and the west provinces which are connected. And what do I do?

Join another market? It's a bit silly at the moment especially since enemy armies seem to have less restrictions on where to roam than market access.  :D
Title: Re: Victoria 3
Post by: Josephus on April 05, 2024, 10:43:50 AM
Quote from: Tamas on April 05, 2024, 09:41:35 AM
Quote from: Josephus on April 05, 2024, 09:29:01 AMJust when I thought I was getting into this game, something happens I don't understand, can't fix, and want to rage quit. So I'm playing as Switzerland. Am in a customs union with Prussia. But suddenly I get alerts that I am isolated from Prussia. Don't have a land connection. Austria is embargoing Prussia. Is that the reason? And if so, why can't I connect through France and the west provinces which are connected. And what do I do?

Join another market? It's a bit silly at the moment especially since enemy armies seem to have less restrictions on where to roam than market access.  :D

no other market wants me.  :(
Title: Re: Victoria 3
Post by: Zanza on April 05, 2024, 11:57:54 AM
I started a game as Brazil, but cannot make sense of combat. Despite significant numerical superiority in regiments, I always lose to Bolivia.  :hmm:
Title: Re: Victoria 3
Post by: Josephus on April 05, 2024, 03:37:41 PM
Same. Trying to help out France in a war against Revolutionary France or something, so I deployed my one regiment (Swiss) and put it on the front and...now I've lost it. :D
Title: Re: Victoria 3
Post by: The Minsky Moment on April 08, 2024, 12:31:18 PM
I have a free code for the game to give via the Humble Choice bundle if anyone wants it.
Title: Re: Victoria 3
Post by: frunk on April 08, 2024, 12:56:45 PM
I'll take it if no one else wants it.  It's not high on my list of things to play anytime soon though, so if someone else has a burning desire they can have it.
Title: Re: Victoria 3
Post by: Tamas on April 15, 2024, 12:16:01 PM
Next patch and DLC has been delayed to 24 June. I am sure it's the right decision but it does not bode well to how bug-free it is going to be. Well, still going to be better than if it release in 3 weeks, I guess.
Title: Re: Victoria 3
Post by: Syt on April 16, 2024, 12:49:46 AM
Agreed. It's hard to look at the list of features and not think, "This will be broken and unbalanced AF at release."