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Victoria 3 - Dev Diary #2 - Capacities

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Hello and welcome back to another Victoria 3 dev diary! Today we will be talking about three of the four of the main ‘currencies’ of the game - namely Capacities (the last being Money, which we’ll of course come back to later).

We mentioned in the very first dev diary that there is no ‘mana’ in Victoria 3, and since this dev diary is about the game’s “currencies”, I want to be clear on what I mean by that. When we say there is “no mana” we mean that the resources in Victoria 3 arise and are spent in clearly defined ways that are parts of the simulation, not from an overly abstract concept or vague idea. There is, of course, some degree of abstraction involved (all games are abstractions after all), but we want all the game’s currencies to be strongly rooted in the mechanics and not feel arbitrary.

But enough about that and onto Capacities. What exactly are they?

Well, for starters, calling them currencies is actually not accurate. Capacities are not a pooled resource and are not accumulated or spent, but instead, have a constant generation and a constant usage (similar to for example Administrative Capacity in Stellaris), and you generally want to keep your usage from exceeding your generation. Each capacity represents one specific area of your nation’s ability to govern and is used solely for matters relating to that area.

As mentioned, Capacities are not accumulated, so excess generation is not pooled, but instead there is an effect for each Capacity which is positive if generation exceeds usage and quite negative if usage exceeds generation - a country that incorporates territories left and right without expanding its bureaucratic corps may quickly find itself mired in debt as tax collection collapses under the strain!

Bureaucracy represents a nation’s ability to govern, invest in and collect taxes from its incorporated territory. It is produced by the Government Administration building, where many of a nation’s Bureaucrats will be employed. All of a nation’s Incorporated States use a base amount of Bureaucracy which increases with the size of their population, and further increased by each Institution (such as Education or Police - more on those later!) that a country has invested in. Overall, the purpose of Bureaucracy is to ensure that there is a cost to ruling over, taxing and providing for your population - administrating China should not be cheap!

The Swedish Bureaucracy is currently a bit overworked and the country could certainly benefit from another Government Administration building or two.
bureaucracy.PNG

Authority represents the Head of State’s personal power and ability to enact change in the country through decree. It is generated from your Laws - generally, the more repressive and authoritarian the country, the more Authority it will generate - and is used by a variety of actions such as enacting decrees in specific states, interacting with Interest Groups and promoting or banning certain types of Goods. Overall, the purpose of Authority is to create an interesting trade-off between more and less authoritarian societies - by shifting the distribution of power away from the Pops into the hands of the ruler, your ability to rule by decree is increased, and vice versa.

The Swedish King has more Authority at his disposal than he is currently using, slightly speeding up the rate at which laws can be passed.
authority.PNG

Influence represents a country’s ability to conduct diplomacy and its reach on the global stage. It is generated primarily from your Rank (Great Powers have more Influence than Major Powers and so on) and is used to support ongoing diplomatic actions and pacts, such as Improving Relations, Alliances, Trade Deals, Subjects and so on. Overall, the purpose of Influence is to force players to make interesting choices about which foreign countries they want to build strong diplomatic relationships with.

Sweden has plenty of unused Influence and could certainly afford to support another diplomatic pact or two!
influence.png

That’s all for today! Join us again next week as I cover something yet another topic that’s fundamental to Victoria 3: Buildings. See you then!
 
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Absolute monarchs never actually had absolute power, an absolute monarch without a power base is not going to remain a monarch for much longer. It would perhaps be interesting to always allow laws to attempt to be passed by an absolute monarch but realistically if all power is held by the landowners, trying to pass universal suffrage should result in a rapid coup.

Queen Victoria needs a steampunk mech suit with a laser eye that can blast to dust anything that she sees foul in her path. Absolute power must mean absolute power. Absolutely!

Long live the Queen!
 
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Absolute monarchs never actually had absolute power--yes, so what about Bonapartism?
Bonapartism is an example of a monarch exercising absolute power over conflicts of classes. Example: Second Empire.
Is Napoleon III a constitutional monarch, an absolute monarch, or a presidential dictatorship?
An absolute monarch is only absolute so long as there's enough people agreeing that he is absolute. If the entire army decides to disagree, well, the title doesn't mean much anymore.
 
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About the Influence screenshot in particular:

Say, the current king with the Ambitious trait dies and the next monarch doesn't have that trait it's seemingly possible to have your entire diplomatic corps collapse, which is incredibly unrealistic for any European state after the Napoleonic Wars (and arguably for centuries before that as well). I'd rather have those resources be affected purely by the government/country in general instead of politicians and monarchs that come and go.
1) That actually sounds realistic to me. Look at Bismarck getting canned by Kaiser Wilhelm: Germany’s diplomatic situation quickly degraded and Russia joined an alliance with France.

2) Your diplomatic situation wouldn’t collapse overnight. You would be drawing more influence than you generated, which would make your Threat fall more slowly (judging from the screenshot showing that being below your diplo capacity causes Threat to drop faster)
 
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I hope there is some macro tool. Build up bureaucracy by +1000, priorotize the least developed parts (and thus help colonize..). Or build garrisons and forts on all borders. Expand rail in all the places, rated by population max or for that matter alphabet
 
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1) money are tangible
2) you get money from taxing people

1) influence is not tangible and not measurable
2) you get influence from??
Power projection capability. Political capital. Trust. A leader's forceful personality. Hard power. Soft power.

All these things give a nation foreign influence. Intangible and abstract concepts also exist in the real world and are used in the real world to talk about macro level ideas that are not materially existent. Especially when discussing politics, economics, and international relations.
 
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The point is the games are going to have an arbitrary system somewhere a railroad might give 25 percent efficiency to a mining province why 25 percent that seems pretty arbitrary but no one takes issue with this what matters is having it in the correct place.

Lets take bureaucratic capacity compared to Victoria 2 in that game Administration was determined sole by the amount of bureaucrats you had administration spending was merely you paying there wages now the more you pay the more people become bureaucrats so if you spend 100 percent you will naturally reach 100 percent efficiency.

The new system seems to have 2 major difference 1 you can go over 100 percent which gives you positive benefits in Victoria 2 once you reach a hundred percent you no longer need to spend full money on admin spending you can lower it to say 60 percent to keep things running.

The other change here seems to admin buildings this again is fine its basically the railroad example.
 
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you get influence from??
Primarily your Rank, which is determined by Prestige, which is determined by a combination of other factors. In other words, the more impressive/terrifying the rest of the world thinks you are, the more leeway you get in pushing your weight around on the world stage.

There are other potential sources of Influence as well which also make sense, given what Influence is used for. We absolutely do not want you to feel like the way you get a resource has no relation to how you can allocate that resource.
 
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Will the effects of these things take time to have effect?

Like if I was the US and incorporate everything west of the Mississippi at once, sure I'd go massively over my capacity, but surely citizens won't immediately stop paying as much in taxes straight away. If a government basically lost the ability to police tax evasion because it was so overstretched, it'd take a few years for a Pop who had been used to paying regular taxes to stop?
 
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I like what I see so far. Looking forward to playing with it. The Road Maintenance for Authority, even with the explanation, still doesn't sit well with me. But as a whole it looks like a solid system. I wish Imperator had something like this.

Furthermore, I hope its very moddable, because I can see this having great modding potential for different settings as well. Things like different or multiple pops/buildings being able to contribute to various Capacities, and to have various effects outside of what the base game intended.
 
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Just a quick question, based on the current measurements of diplomatic power how much influence can a minor nation influence a major nation or a Great Power as far as their abilities to get alliances and such? And is there any way to supplement the power of your influence with the amazing power of MONEH to get them to take your side in crisises and other ordeals?
 
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OK, so it is: "yo, peasants, fix the road or else". I dig that. Thanks.
How will this work in areas where local, not central, government has the oversight of infrastructure, and also, how will areas with excellent conditions for riparian and littoral transport reap such an advantage?
 
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I hope for a way to use capacities to own foreign assets.

For example, as the United States I should be able to purchase a banana plantation in Central America.

The United States getting the profits should raise militancy with the Central American pops. The ruling government should get a percentage of the profits making it a balancing act between money
and rebellion.

The amount of foreign RGO/Factories you can own can be limited by Policy, tech, and government type.

Additionally the host country can limit it by their own policies, tech, government type.

You can even have a war goal to force a minor to give up control of resources.
A minor country trying to rise above its station can have a similar war goal to take back its resources.

There can also be a mercantile war goal allowing one Great Power to steal the rights for that most precious sulfur mine from another Great Power.

To prevent exploits, the cost of controlling additional RGO’s/factories in the same country should scale greatly with the numbers of resources owned.
 
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An absolute monarch is only absolute so long as there's enough people agreeing that he is absolute. If the entire army decides to disagree, well, the title doesn't mean much anymore.
For more backround info on that argument I highly recommend that video from CGP Grey, how even as an dictator you are always dependent on the keys, your inner circle:
 
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Lapoleon

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I don't really know what to feel about the ruler bonuses (and possible maluses) being added to these resource/capacity pools. While I understand that the developers want to add characters to the game I feel like it comes over as odd that a constitutional monarch or a prime minister has so much impact on your actual administration/diplomatic incomes. Sure, some countries definitely had large figures once in a while that made a gigantic impact, but that doesn't take away the fact that for most of the 19th century Europe was governed by politicians that came and went and all didn't really have an actual impact on how the country functioned in general. I honestly can't think of any major figure in Dutch political history other than Thorbecke actually changing the constitution, and even then Thorbecke being there shouldn't magically raise administrative capacity. Also, how is Switzerland going to be represented in this game? Considering they have a directorial government.


About the Influence screenshot in particular:

Say, the current king with the Ambitious trait dies and the next monarch doesn't have that trait it's seemingly possible to have your entire diplomatic corps collapse, which is incredibly unrealistic for any European state after the Napoleonic Wars (and arguably for centuries before that as well). I'd rather have those resources be affected purely by the government/country in general instead of politicians and monarchs that come and go.
If the current king dies then there would still be a large surplus. 200 influence less is 2/3 of influencing Prussia. So that would basically mean that you would be unable to use the extra influence on improving relations with a state like Bavaria. I don't think it's that unlikely that having a very active King would allow you to improve relations with one minor power. The bonus is only 40% of the basic level of a minor power. For a larger power it would be even less influential.

I can also easily imagine that there might be the possibility of using bureaucratic capacity to form a diplomatic corps (in the same way you can create a ministry for education) which would improve your influence. This would tie your POPs to Influence as well.
 

LucasG21

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Are there any modifiers to the effectiveness of the bureaucracy? In many less developed regions of Europe in this period, a common problem was cronyism and nepotism leading to the appointment of bureaucrats with no actual qualifications for the job, meaning the number of bureaucrats was a misleading indicator for someone wanting to see how effective the government was in administering its territory.

Will civil service examinations and anti-corruption laws (or abstractions of such policies) offer bonuses?
 
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galkowskit

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How will this work in areas where local, not central, government has the oversight of infrastructure, and also, how will areas with excellent conditions for riparian and littoral transport reap such an advantage?
If we say that Authority is the Head of State's way to directly influence things then that could mean for example the Prime Minister using his political power (hooks, bribes, threats, whatever) to push something on local governments/districts. I'm fine with that, personally. Feels like a good level of abstraction and devs confirmed that the "road maintenance" thing is only one of the ways such "decrees" could be used.
 

thedarkendstar

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Honestly I think people have the wrong criticism mine is different Bureaucracy SHOULDNT be national wild territory in the west doesn't make people in New York pay less taxes Bureaucratic capacity shouldn't be a national capacity but a regional one or a state one much like how individual states in Victoria 2 had had administrative efficiency based on regional bureaucrats.

@Wizzington My question is why did you decide to make Bureaucracy national instead of regional
 
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