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Dev Diary #40 - Opium Wars

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Good evening, and welcome to this week’s instalment of the Victoria 3 Dev Diaries! To cap off this month’s theme of trade, I’ll be talking about the Opium Wars and introducing the concepts of Cultural Obsessions and Religious Taboos.

In the 1830’s China was ravaged by opium addiction. The impact was severe and broad in its effects, with myriad social, economic and even military consequences. Despite attempts by the Qing government to restrict imports, British merchants continued to illegally flood the market. The situation came to a head when Qing officials ordered the seizure and destruction of opium in Canton, to which the British responded with force - the First Opium War resulted in crushing defeats for the Qing government and began an era of unfavourable and humiliating treaties with the Western powers.

In Victoria 3 we represent the Opium Wars through Journal Entries and Events. Qing China begins in the midst of this crisis, but it is also possible for other unrecognised countries to experience this content if the in-game conditions are appropriate.


The Opium Crisis event applies harsh negative modifiers to Standard of Living throughout your country, to your Mortality Rate, and to the effectiveness of your military forces.
opiumwarsstart.png

This is a good time to talk a little more about Cultural Obsessions. A culture can become obsessed with a specific Good - Pops of that Culture, regardless of where they are in the world, will spend significantly more on Goods they are obsessed with compared to other goods in the same Pop Needs category. So in the case of Opium in China, Han pops will spend a lot more of their wealth buying Opium than they do on Liquor or Tobacco. This naturally drives up demand for Opium, and therefore makes it more expensive within the Chinese market. The foreign powers selling Opium to China are making a killing exploiting this demand and feeding the addiction. Cultures can develop new Obsessions over time, and you’ll need to react to changes in pop demands as a result.

On a mechanically related note (though unrelated to the Opium Wars), Religions have Taboos against certain goods. For instance Muslim faiths have a Taboo against the consumption of Liquor and Wine. This has the opposite effect from a Cultural Obsession - pops following these religions will spend much less on purchasing that Good compared to other Goods in that category. So Muslims will typically buy Tobacco and Opium instead of Liquor, and they will buy Tea or Coffee instead of Wine. Just as in real life, not everybody completely adheres to the tenets of their faith, and so these act as powerful modifiers on purchasing decisions rather than total “bans” on consumption. Unlike Obsessions, Taboos are static throughout the game.


Beijing is one of the most populated States in the world in 1836. Besides its 19 million people, it is also home to the Forbidden City Monument, a massive Government Administration sector, as well as a large section of the now defunct Great Wall.
opiumwarsnew.png


Back to the Opium Wars!

If China (or whichever country is the target, but we’ll keep things simple and refer to China from here on out) chooses to confront the issue head on, the Opium Crisis Journal Entry will describe the conditions for successfully resolving the issue, as well as the conditions that will cause immediate failure. China must avoid at all costs enacting the Free Trade law as well as resist the attempts of the Great Powers to establish a Treaty Port - both of these are potential war goals which the AI will strongly prioritize when starting Diplomatic Plays against China. While resisting the Western powers, China must maintain a total ban on the Opium trade.


Playing as Great Britain (or any major opium exporter), you'll have the opportunity to thwart the opium ban through all the usual diplomatic and coercive means at your disposal. It could even be an opportunity to make inroads into China.
opiumwarsgbrevent.png

China’s attempts to halt the flow of opium will not go unchallenged. All Great and Major powers exporting Opium to China will receive an event prompting them to decide their stance on the matter - though there is some chance that they will let the issue slide, it is much more likely that they will take an opposing stance. This will add the Opium Wars Journal Entry to that country, in which their success conditions match the failure conditions for China. Opium-trading countries must either force China to adopt the Free Trade law, or else acquire a Treaty Port in that nation that allows them to bypass goods bans. Rather than immediately creating a Diplomatic Play with predefined war goals, the AI (and indeed the player!) is strongly encouraged to start a Play with wargoals that would complete the Journal Entry.


Free from the ravages of opium addiction and the interference of froeign powers, the strengthened Qing dynasty might avoid or avert the crises that would historically bring them to ruin.
opiumwarsgoodend.png

If China succeeds in suppressing the flow of opium while withstanding the onslaught of the Great Powers, the course of history is altered and the addiction crisis will be resolved. All its primary cultures will lose their Opium Obsession, and the negative modifiers representing the effects of widespread addiction will be removed. With foreign powers repulsed, China has not been forced into the unequal treaties that would lead to further conflict and turmoil.


Fragile Unity is the “broadest” Journal Entry in Victoria 3, encompassing content that can emerge at all stages of the game - for instance while the stage is already set for the Opium Wars in 1836, the Boxer Rebellion will not happen until later in the game when a stronger sense of Han nationalism has appeared.
gE4v5cypPs5v30cmQhBn6Z9SFE1f486XcG7t--MAeZHQ-Iodde8iiRddfZ5U82CIKngkaqBd1uQuihiiJvRTNcuh8PYkA8d8lnQ0lTi6uH-CfFkCZWyrVlqo1wu3Nx4dN8TI2zwM

Failure, however, may have dire consequences. The government will lose Legitimacy, Radicals will rise across the nation, and Turmoil will engulf your states. But that is not the worst of it; failing the Opium Wars Journal Entry increases your fragmentation, tracked by the Fragile Unity Journal Entry. If your fragmentation rises to 100%, it will herald the end of a unified China, with the nation breaking up into a dozen warlord states. Failing the Opium Wars Journal Entry will indirectly lead to an influx of missionaries into China which may spark radical uprisings on a scale never seen before. And if exploitative foreign presence in China continues into the era of Han nationalism, the people’s demands for sovereignty will shake the foundations of the state and threaten the survival of the Qing Dynasty. One great failure can lead to a chain reaction of disaster.

That’s all for today! Next week we’ll be moving on from trade to a month of focus on the theme of strife. Join us next week where Mikael Andersson will introduce Victoria 3’s Revolutions.
 

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Is there any kind of Cultural Obsessions you guys could tell us that is present at the start of the game?

Is tea Cultural Obsessions of British?
 
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This looks great !
Also, as the opium situation was already there in China it makes sense to make it an event, as well as the risk for China to be fragmente.

But is it possible for another country (like the US or GB) to experience such a crisis (even tho they seem much more centralized than China in the game's perspective) and chain defeat and events that could lead to be fragmented as well ? Or is this only for China ?
The possibility to have such various event throughout the game would be extraordinary !
 
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1. Please describe the mechanics of obsessions more - how they appear and disappear.

2. Can you instigate an obsession? What can France do to make Englishmen switch from ale to wine?

3. Will access to obsessed over good influence opinions and moods of POPs? I.e. if a culture is obsessed with good X will it be more riled over high prices / low access to X than over a comparable good? Or if government bans imports of X - will it increase the proportion of those who support free trade and/or are disloyal to government?

4. How moddable will obsession / taboo mechanics be?

5. Can there be an obsession over a service - say a cinema craze?
 
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This looks great !
Also, as the opium situation was already there in China it makes sense to make it an event, as well as the risk for China to be fragmente.

But is it possible for another country (like the US or GB) to experience such a crisis (even tho they seem much more centralized than China in the game's perspective) and chain defeat and events that could lead to be fragmented as well ? Or is this only for China ?
The possibility to have such various event throughout the game would be extraordinary !
I look forward to the countless journal/event/decisions content mods that will allow for highly scripted scenarios and alternate history game sessions.

Victorreich confirmed!
 
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Can harmful overconsumption in theory happen with any country with any "harmful" good or it will be mostly railroaded to be only for Opium and only for China?
 
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A culture can become obsessed with a specific Good - Pops of that Culture, regardless of where they are in the world, will spend significantly more on Goods they are obsessed with compared to other goods in the same Pop Needs category. So in the case of Opium in China, Han pops will spend a lot more of their wealth buying Opium than they do on Liquor or Tobacco. This naturally drives up demand for Opium, and therefore makes it more expensive within the Chinese market. The foreign powers selling Opium to China are making a killing exploiting this demand and feeding the addiction. Cultures can develop new Obsessions over time, and you’ll need to react to changes in pop demands as a result.
Does this mean that the total amount of money spent on Opium+Liquor+Tobacco will not change when a culture becomes obsessed with opium, it's only that more will be spent on Opium and less will be spent on Liquor and Tobacco? Or does it mean that the amount spent on Liquor and Tobacco will remain constant, and the amount spent on Opium will increase (leading to an overall increase in spending on the category)?
 
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That looks cool! But I want to know: can you still save the Qing Empire if you fail to stop opium trade? Because that seems quite hard since the western powers are likely to have a big technological advance
 
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That looks cool! But I want to know: can you still save the Qing Empire if you fail to stop opium trade? Because that seems quite hard since the western powers are likely to have a big technological advance
Seems like it since losing the Opium Wars only adds 20% of the 100% needed to fracture, but with a drug addled population you're probably going to have a hard time preventing the other events that increase it.
 
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Bonus screenshot: a divided China

View attachment 824520

(as always, WIP)
I'm really excited for this China content and I like the direction this is going in terms of historical events and alternate paths. But I do have one criticism: the weird Chinese province borders inherited from Vic 2.

Is there any particular reason why the weird state boundaries from Vic 2 were carried over? I.e. divided Hubei and Anhui, a chunk of Hunan rolled into Guangxi, etc?
 
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I really appreciate that the Opium Wars aren't locked to a single country tag, and can happen in other countries if the conditions are right. That's the kind of alternate history potential I was really hoping for in this game. Looking forward more and more to the release!
 
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nukemind2012

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Green Japan confirmed!
NGL this dev diary looks great and Vicky2 was my first Paradox game… Japan even looks great in this game from what they’ve shown us. But green Japan is just weird. Like maybe Sakura Pink or Rising Sun Red would look good but green is just… off. For me Korea is always blue, China is a yellow or gold, and Japan is pink or red.
 
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BDFelloMello

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Bonus screenshot: a divided China

View attachment 824520

(as always, WIP)
This looks incredible!! Something on this map has me a bit confused though. I was under the impression that under the Qing, Xinjiang Province stretched all the way to border Lake Balkhash. This was until the Treaty of Tarbagatai c.1864, where Lake Balkhash went from being the border between Qing and Russia to being fully engulfed by Russia.

My confusion stems from the appearance that Kazakhstan owns Lake Balkhash on this map, instead of Russia, with Xinjiang owning the post-1864 border.

Just curious if I'm missing something, and happy to be proven wrong and learn some things!!
 
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blue0china

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If the Han Chinese break away from the Qing dynasty's rule before they are westernized, will the pops wear the correct Han Chinese clothes and hairstyles? It ’s a very essential part of immersion for me.
 
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