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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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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.
Isn't that even the most important thing for an Absolute Monarch. As long as the people with the pointed sticks are on your side, the rest can be beaten in rank and file.
 
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Ok, I swear I saw this approach offered somewhere.
 

Sapa Inca

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I think that if the generation and spending numbers are balanced right the system have a good potential and different government types would bring to the game interesting strategic decisions.
But, if generation is too easy the strategic decision when choosing a government style would be a shallow decision, especially late game.
I will be optimistic and hope for a good balance.
 
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So most discussion around authority so far has centred on it representing a ruler or a king's authority. How does authority work in more democratic systems where you don't have something like a king? Does it change every election with a new cabinet and head of state? And what with even more decentralised governments like, say, some sort of anarchist form or organisation (if that's even in game)?

Also I get the impression that there honestly are no downsides to increasing your authority, since the increasing control you get over your country should enable you to get everything through that you need to get the same benefits as countries that give their citizens more rights. How are both poles being balanced?
 
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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
We are facing a model that more closely matches Europe than USA. Hopefully an expansion can rework things so that different governing structures can better be represented.
 
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So most discussion around authority so far has centred on it representing a ruler or a king's authority. How does authority work in more democratic systems where you don't have something like a king? Does it change every election with a new cabinet and head of state? And what with even more decentralised governments like, say, some sort of anarchist form or organisation (if that's even in game)?

Also I get the impression that there honestly are no downsides to increasing your authority, since the increasing control you get over your country should enable you to get everything through that you need to get the same benefits as countries that give their citizens more rights. How are both poles being balanced?

Authority is heavily dependent on your population having either very low or no political rights. So that it is balanced by the ever-present danger of revolution or civil war if a crisis occurs.
 

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So Bureaucreatic Effeciency is reduced by the amount of pops in your core territories, which makes sense. But does that mean if you're playing a New World nation, like the USA, and attract tons of Immigrants, it'll tank your Bureaucracy?
I think we'll have to see how immigration works, but I would expect that as your population grows there will be increasing demands on the bureaucracy (which you may or may not actually care about addressing right away).
 
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Would you feel better if "bureaucracy" was renamed "paperwork"?
1) You have bureaucrats working on services
2) services ARE goods despite not being material amd can be measure

1) Who works on your Authority? Maybe loyal policemen, armymen and bureaucrats
2) Authority is not measurable, but surely it is "felt"
 
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Speculations:
How does authority work in more democratic systems where you don't have something like a king?
That's not entirely matter - authority is a characteristic of government, not a person. If anything, democracies should have, maybe, less peak authority then monarchies under great and beloved monarch, but more stable authority meaning it's not so important WHO is on top.

And what with even more decentralised governments like, say, some sort of anarchist form or organisation (if that's even in game)?
Inheritly low authority => low ability to project it. Anarchic government isn't exactly good for centralized infrastructure projects.
 
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We are facing a model that more closely matches Europe than USA. Hopefully an expansion can rework things so that different governing structures can better be represented.
I think the truth is in the middle, a nation need both local and central buro at the same time, but i dont think the game need to complicate this too much.
 
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Speculations:

That's not entirely matter - authority is a characteristic of government, not a person. If anything, democracies should have, maybe, less peak authority then monarchies under great and beloved monarch, but more stable authority meaning it's not so important WHO is on top.

Nodding enthusiastically.

Many democratic governments today have much more power and 'authority' than most absolute monarchs in history. Saying this in a judgement-free way.
 
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Many democratic governments today have much more power and 'authority' than most absolute monarchs in history. Saying this in a judgement-free way.
Not "many". "Most".
 
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I'll keep my reaction short, as there is already more than enough of a wall of text in the comments.

Bureaucracy and authority are straight up downgrades from Victoria 2. It seems almost directly imported from Stellaris (not strange considering that Wiz used to lead that). "Building buildings to up capacity [X]" is word for word a Stellaris mechanic. Authority seems way too broad of a replacement for suppression points (a admittedly worse than useless feature of V2), as the Victoria Era was a time of retreat from politics for monarchs, and the ways of generation seem gamey, especially because it will have effected on the passing of laws, something which used to be driven by factors completely tied to pops and how this was filtered through to the upper house level through your laws regarding voting and appointment to that body. If I were to make a prediction right now, the rest of development will see the game work out into Stellaris-Imperator: Steampunk Edition, not a successor to Victoria 2.

Influence however, seems like a step up from diplo points and influence from V2, so I have to give credit to that. Learning a bit from good old leadership points: a currency not too universal but still tied to the core of the game (pops). Having it be a budget is also a improvement upon V2, makes it easier to manage and it's never quite wasted
 
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So most discussion around authority so far has centred on it representing a ruler or a king's authority. How does authority work in more democratic systems where you don't have something like a king? Does it change every election with a new cabinet and head of state? And what with even more decentralised governments like, say, some sort of anarchist form or organisation (if that's even in game)?

Also I get the impression that there honestly are no downsides to increasing your authority, since the increasing control you get over your country should enable you to get everything through that you need to get the same benefits as countries that give their citizens more rights. How are both poles being balanced?
I believe in one of those PDXCon videos they said Anarchist states would have zero authority.
 
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I'll keep my reaction short, as there is already more than enough of a wall of text in the comments.

Bureaucracy and authority are straight up downgrades from Victoria 2. It seems almost directly imported from Stellaris (not strange considering that Wiz used to lead that). "Building buildings to up capacity [X]" is word for word a Stellaris mechanic.
True, it’s clearly inspired by Stellaris. But given that the POP and resource system is this game is much more complex so will this version of the mechanic. As I pointed out elsewhere, it’s not just building a building. You also have to have an economy that produces the resources (probably paper and maybe some other things) and that provides enough wealth and literacy to POPs to allow them to be promoted to bureaucrats.
 
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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?
...or penalties when the holdovers from the previous administration act to undermine the authority of the new office-holders.
 
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