Victoria 3

Victoria 3

[1.11] Morgenröte - Dawn of Flavor
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Marco Dandolo  [developer] Nov 17, 2022 @ 4:53pm
Collection of Dev Diaries
Welcome to Morgenröte, The Dawn of Flavor! Morgenröte (MR) is the spiritual successor to „Gott mit uns“ (GMU). GMU was later part of many larger mods, such as HFM, GFM, Blood and Iron or "Concert of Europe". It mainly focused on cultural events, the German Vormärz, the Italian Risorgimento, archaeology and basically flavor.

MR is an attempt to revive an old idea, albeit with a few evolved changes and specializations. My overall impression is that Victoria 3 has a lot of important core mechanics and general systems to build on. Personally, however, I feel that it lacks immersion, historical flair and one or two distractions, without losing sight of the big picture right away. I will try to transfer the content from GMU to Victoria 3 in the coming weeks and months.

MR will focus on the following areas:

- Archaeology with the ability to found museums, acquire artifacts, conduct excavations in foreign lands, raise national prestige through exquisite collections, improve your social research, and find mysterious and unknown places like art objects.
- The „Golden Age of Flight“ with the opportunity to improve infrastructure through airports, transatlantic crossing, flying aces and the competition for the "Schneider Trophy".
- Emphasis on 19th century music culture, including historical music from the time for an extension or even replacement of the soundtrack, related to the respective epochs and in the public domain (EU law).
- Cultural events mainly for the German-speaking and Italian region in the course of Vormärz and Risorgimento, with the intention of better modeling the Italian unification and wars of independence.
- A better representation of the Roman Catholic Church and its influence on the faithful between secularization, Catholic social teaching and Marian apparitions.


I will not simply transfer things from GMU to Victoria 3, but will improve, expand and deepen them in many respects. As always, I try to make the content as compatible as possible and it can be adopted by other modders in the future, so that we can enrich the still somewhat barren world of Victoria 3 with the beauty and lifestyle of the time.
Last edited by Marco Dandolo; Nov 17, 2022 @ 4:56pm
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Marco Dandolo  [developer] Mar 20, 2023 @ 1:28am 
Diarium XVI: Dream of Art Deco

Hello everyone! Welcome to a new diary after a far too long hiatus. Actually, I had planned to be able to report on Curtiss at that time; but the mentioned delays, which unfortunately were beyond my control, messed up the schedule. Therefore, in this dev diary, I will tell about things that are already in the new update. Since I don't see these diaries only as teasers, but also as explanations, as long as I haven't integrated any concepts into the game, I think it's necessary to explain game content that is already known again.

Last time I went into more detail about the monuments and their events. With "Antonelli" I integrated four new monuments: Cologne Cathedral, Gotthardbahn, Cristo Redentor and Mole Antonelliana. Two monuments will follow: the Vienna Ringstrasse and the Sagrada Família. Linked to the latter is an outstanding achievement that will test your skills as a Morgenröte player in archaeology, astronomy, music, and architecture, similar to the existing Kulturnation achievement. I'm confident that the Vienna Ringstrasse will be ready in the coming week, but I can't promise the same for the Sagrada Família with certainty.

The background is simple. The Vienna Ringstrasse has 3 construction stages and should therefore be completed within around 30 years. The Sagrada Família has 10 building stages. You read that right: that means an average construction period of 100 years! That seems appropriate given that the Sagrada Família is still not finished today. However, one should not forget the halt to construction and the destruction caused by the Spanish Civil War. The Sagrada will therefore function somewhat differently. Instead of upon completion, you already get 20 permanent prestige for each completed level. And of course there will be a way for the player, at least in theory, to be able to complete the building, which of course involves an early start and some - shall we say - positive political circumstances...

But enough of that. Because today it is not the monuments that should be in the foreground, but other aspects of architecture. Three different cultural routes were introduced in Elgar: Impressionism (leading to Neoclassicism), Expressionism (leading to Neue Sachlichkeit) and Art Nouveau (leading to Art Deco). With these three technologies, it was already noticeable at the time that the Impressionism choice gives a bonus for musical tradition, while Art Nouveau is the weakest in this value. Art Nouveau is more of an art technology for painting and architecture; and it is precisely this architectural focus that is intended to make up for the lower musical tradition output.

It starts with Art Nouveau. Anyone who explores Art Nouveau has the possibility of establishing a significant artistic association in their nation. Of course, this requires certain circumstances such as a large art academy and the leading position as a producer of fine art. A maximum of three nations can found such an artists' association based on the model of the Vienna Secession. In addition, there is the possibility that Art Nouveau quarters will be founded in your country, so that the respective states can muster a high degree of urbanization, a well-developed art academy, university and opera. If this is the case, there is a point for splendid architecture.

Splendid architecture is the value in a small journal entry. It is about transforming your country into a country of modern and luxurious architecture, primarily in the style of Art Nouveau and Art Deco; especially the latter style dominates once you have explored it. Under certain conditions, your skyscrapers, government offices, airports (with Curtiss) and cinemas will then receive buildings in this modern style.

Speaking of cinema: with mass culture you unlock the ability to set up radio stations. This is a production method in urban centers. They are more cosmetic, but can make music with some electricity (which is why this innovation is also entered in the code under Elgar and not Gaudí). If you own a radio station, you can also start a radio broadcast. Of course, authoritarian systems also have propaganda stations at their disposal. The same applies here: more flavor than gameplay.

In addition, this update includes some small things, such as the invention of the twelve-tone technique for the first nation to research New Objectivity. The Bauhaus movement has a journal entry.

https://steamcommunity.com/sharedfiles/filedetails/?id=2948104311

https://steamcommunity.com/sharedfiles/filedetails/?id=2949401073

https://steamcommunity.com/sharedfiles/filedetails/?id=2948718805
Last edited by Marco Dandolo; Mar 20, 2023 @ 1:29am
Marco Dandolo  [developer] Apr 27, 2023 @ 11:17am 
Diarium XVII: Technologies, Airlines and Pilots

Salve, and welcome to a new diarium after a long time. Starting today, I would like to introduce Project Curtiss, which is all about early 20th century aviation.

First of all the foundation: the technologies! After the technology trees in the production and company areas have been rearranged and expanded, this time the technology tree in the military area has been enlarged: in addition to naval and master technologies, there is now a third area for aviation technologies.

Montgolfier Balloons and Recon Balloons are available early and open up new production methods. This applies to civil methods in the observatory for a new meteorology branch as well as to military reconnaissance balloons as a new production method in the barracks. Zeppelins later enable zeppelin-launched artillery, seaplanes can support squadrons as reconnaissance aircraft, and Modern Aviation at the end of the tree already gives a foretaste of strategic bombing.

Modern aviation also enables the construction of an airfield. I took the airfield from DarthYa'll's "Civil Aviation and Airfields" because it basically contains everything I would have thought of anyway. However, this is only one aspect of this mod. Because in Curtiss there will be an opportunity to create airlines and thereby spread this modern method of transport. Bigger airlines give bigger bonuses to your nation.

Basically, depending on the economic system, there is either a state or a private airline in your country, which is unlocked when you have expanded an airfield to a certain size. The airline will then establish new airlines via event; you can support this by expanding airport infrastructure, building aircraft factories and signing aviation agreements with other nations. There is a new diplomatic action for countries that have at least one airport.

The expansion of your airline should primarily lead to making airports more profitable. At the same time, flourishing airports can have small, positive effects on the respective state. I would like to emphasize that a private airline has a greater variety of events and costs you less money, but also has the risk of running into greater financial difficulties. Should your form of government change, the airlines will either be nationalized or privatized; including political and monetary effects.

The respective airline boss is an important figure in your country and, if he is not deposed, will be the leading figure of the industrialists. If you encourage aviation in your country, its influence will expand, which can have both positive and negative effects. If you own a private airline at the highest level, there is also a chance that the plane tycoon could have megalomaniacal tendencies and unlock a special journal entry for you. Howard Hughes says hello. Should you actually decide to embark on this daring endeavor, be warned that triumph and disaster lie side by side.

As you can imagine, an aviation mod is incomplete without pilots. Pilots have a low chance of spawning after the Early Aviation discovery. In addition, in battles on a front using Aerial Reconnaissance as a production method, there is a chance that a pilot emerges from the battle via an event. Better technologies such as Airplanes and Modern Aviation, but also establishing a Pilot School via Decisions allows for a better chance for a character to have the Pilot trait.

However, pilots are not pure decoration that emphasizes the character of this expansion. Airlines may be interested in pilots to boost their image; in the battle for the Schneider Trophy, experienced pilots have a better chance; and a pilot is necessary to undertake a zeppelin expedition to the Arctic. Pilots can also be upgraded to ace pilots via an event if they are deployed on a front. Curtiss also includes three historical pilots: Manfred von Richthofen, Charles Lindbergh (ECCHI mod), and Gabriele d'Annunzio (ECCHI mod). These may appear under certain circumstances.

As you've probably noticed, there's a lot more to share about the facets of Curtiss. Next time it's all about zeppelins.
Marco Dandolo  [developer] Apr 27, 2023 @ 11:18am 
Diarium XVIII: Fun with Zeppelins

Today the fabulous journey into the wonderful world of Zeppelins begins! Aviation held high hopes for the beginning revolution in the skies in the early 20th century, and airships played a significant role in this early on. The Hindenburg catastrophe, and with it the abrupt end of the fascination for this branch of aviation, came shortly after the end of Victoria 3. One still looks forward to these graceful giants of the sky with enthusiasm. If you want to travel with extravagance, travel with Zeppelin.

When researching the aviation technology Modern Aviation you will be given the choice of whether your nation is more likely to rely on airplanes or more on zeppelins. Aircraft nations have advantages in the race for the Schneider Trophy and have the opportunity to build the giant aircraft in the tradition of the "Spruce Goose". Zeppelin nations have the opportunity to build a zeppelin in the style of the "Graf Zeppelin" or the "Hindenburg" and advantages in North Pole expeditions.

All you need for such a construction project are large enough factories and a level 4 airline - regardless of whether it is state-owned or private. This makes construction easier and faster than the aircraft counterpart. Unlike the last project described, there is no risk at the start. Your zeppelin, named after your country, will fly one route each year, national or international, and give you a little bonus.

While the plane can have a catastrophe at takeoff because you made the wrong construction decisions, a giant zeppelin can have an accident every year along the itinerary. As long as it flies, your zeppelin is considered a national status symbol - but beware if the fate of the Hindenburg overtakes it! The chance of such an accident happening is 20 percent every year if you fly a hydrogen zeppelin.

All standard airships are initially hydrogen airships. If you directly own a province that produces oil, a helium reserve will be built there per event, which not only boosts oil production, but also automatically converts your zeppelin into a helium zeppelin. Helium zeppelins have a significantly lower chance of suffering an accident, even if - as with any flight - a very small residual risk cannot be ruled out.

You can also start a small North Pole expedition with zeppelins in order to carry out scientific studies in the fields of meteorology, biology or geography. To do this you need an airspace agreement with a country that owns a far north state (if you don't do it yourself) and a pilot. Not only can you collect research points or, with a bit of luck, set up a polar station, you can also be the first nation to fly over the pole. Zeppelin nations will suffer fewer negative events.

Next time I want to let our new co-developer have his say, who will tell you more about balloons. Stay tuned!
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