The topic for today is Foreign Investment. In the Victorian era, as well as today, diplomatic and economic influence often go hand in hand and we wanted to capture this, as well as giving some empire building role-playing for the end game. So how does it work then?
We have added a new tab under production where you can get an overview of investments and can build factories in other countries (that have governments that allow it). The diplomatic overview for a country now also show who the investors are. Railroads and factories can also be built from the province interface on foreign provinces. Capitalists are also allowed to do investments if they have spare cash. A country's economic policy controls if you are allowed to do foreign investments, as well as if you allow them to be performed. You also need to be a Great Power to be able to do this.
So why would you want to give away your money? Having investments in another country gives you two benefits. First of all it works to slow down other countries influence gain and keep your sphere safer from tampering (this works the other way as well, you can start off with some investment to get an edge versus someone else in the race to put someone in your sphere). Secondly it decides how much of their market you get control over. The way it used to work in Victoria II was that everything on your market would be under the control of your sphere master. Now this only true for uncivilized countries (with some modifications, see future diary on unciv changes). Civilized nations let you control 75% of their market and second rank powers only 50%. The rest of the market control is dependent on investments, so if say you funded half of a second rank countries industry you can grab 75% of it, without investments you would only get 50%. The country's own industries count for this as well, so building up some industry and infrastructure will help you stay independent easier and keep you from being exploited.
To support this we have also added some more cool things. You will now be able to sever ties with a country and kick them out of your sphere (this will cost some infamy and prestige however) and non-great powers all get a new decision "Nationalize" where they basically grab all invested industry in their nation for themselves. Since this might be frowned upon it will also give a CB for the investors to puppet you, so make sure you can hold your own before doing this (or expect your previous partners to be very busy for a while).
Next week we will be talking about popular movements and changes to the the rebel system. There might also be some cool pictures of tanks.
As a little bonus, here is an interview about A House Divided with Johan: