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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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Will probably decrease with time, as technological and cultural advances go on?
And also can depend on your government form.
 
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Exists IRL, see soft power.
All aided by cultural excahnge offices. I believe germany calls them goethe centers ;) And ofcourse embassies. tourism if/when that comes around would be another factor. Even visiting students etc exchanges (family tradition as foreign industrialists to get a engineering university degree in berlin technical university since victorias era, me im the broken one messing up a 2 century long tradition)
So, Spain is spending her own influence to attract austrian tourists? Or do they come because they want to go to the beach?

Do people learn english because the UK spent 200 influence on swaying the rest of the world or because the USA are the hegemonic power?
 
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I disagree because if any government type can build things and have high authority, during the late game we would lose one of the main differences between democratic and autocratic governments, late game both would have high authority, and if the same design philosophy is applied to every aspect of the game the difference between government types late game would become cosmetic flavor.
We should have have different trade-offs, governments with low authority should be viable and have different bonus when compared with autocratic governments, they should not have just some alternative way to generete authority.

Asymmetric balance is the game design philosophy I hope is being used in Vic 3.

Late dame Democratic governments should in fact have close to equal if not more authority than early game absolute monarchies. If we are going historically speaking, of course, if we go with this with a boardgame mindset then asymmetric design makes more sense.
 
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In

Influence is not real, it is not a capital you can spend. Influence is the amount of power you are able to project and not vice-versa
As I said, power projection capability is part of what generates the ability to exert foreign influence. And that is represented in the game as such.

But also soft power generates foreign influence. A head of state able to charm or captivate a room of foreign delegates. Literature, film, music, architecture, and fashion trends, originating in a country and gaining popularity abroad. Wealthy citizens with marriage, familial, or other personal or business ties to other movers and shakers abroad. The capacity and willingness to host diplomatic summits and agreements in your country. The general goodwill of and toward your citizenry in other nations. The simple idea of how a nation is perceived by the international community. All of these things are part of generating foreign influence that cannot be expressed as a material, tangible resource and require abstraction.
 
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At the moment, the only "complexity" I expect is that with a healthcare system you will also need bureaucrats present at the building to keep it running and to "represent" the growing bureaucracy of the 19th/20th century.

"Ah yes, I'll build 1 (one) hospital for the entirity of East Prussia!"
Personally, I would love the level of clicking involved in building hospitals in each individual province of East Prussia instead. Sounds great!
 
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Is there a possibility for the bureaucracy to become a liability? Possibly becoming a powerful interest group, which could become corrupt, overpaid (requiring you to increase their pay and possibly building more buildings for more bureaucrats, even if you don't necessarily need them). Or something to that effect?
Sounds like China
 
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Late dame Democratic governments should in fact have close to equal if not more authority than early game absolute monarchies. If we are going historically speaking, of course, if we go with this with a boardgame mindset then asymmetric design makes more sense.
Autocrats (or anyone with a great deal of personal power) can do things in a way that cuts through red tape, that's basically what Authority is representing. It's meant to be a trade-off but it also simulate a very real effect.
 
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*looking at things that generates authority*
I bet the disadvantage of having high authority is the population resetment for laws you have to generate it.
Right of assembly also generates authority, and that's not something you would normally associate with absolutist/authoritative government. Intuitively I would expect giving population right to assemble to decrease the ability to rule by decree not increase it.
 
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So, Spain is spending her own influence to attract austrian tourists? Or do they come because they want to go to the beach?

Do people learn english because the UK spent 200 influence on swaying the rest of the world or because the USA are the hegemonic power?

"Soft power" is a fantasy idea projected by small to middling powers to pretend think they can influence world politics without having the guns and the aircraft-carriers to project real power. If Russia decides it wants to teach Germany a lesson, no amount of Goethe Institutes will stop them. Guns will.
 
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The way Authority is described makes me worried that V3 will take a more Great Man approach than V2 did, but I'll wait on more information about Heads of State.
 
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Thank you, I understand what you are saying but to me influence is not spent, it is a meter of actions/pacts/warring/agreements you perform or are at least are allowed to perform.
Influence is nothing, it does not exist
You don't spend influence in Victoria 3 either. It is a capacity, not a commodity. It's measured against your usage of your influence, how much you use what hard and soft power you have toward other nations.
 
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Right of assembly also generates authority, and that's not something you would normally associate with absolutist/authoritative government. Intuitively I would expect giving population right to assemble to decrease the ability to rule by decree not increase it.
Yes, but how many authority would alternatives generate?
 
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Autocrats (or anyone with a great deal of personal power) can do things in a way that cuts through red tape, that's basically what Authority is representing. It's meant to be a trade-off but it also simulate a very real effect.

But how do democracy or constitutional monarchies actually enact policies in Vic3?

Absolute Monarchies spend Authority for Road Infrastructure decrees... but how do Democracies build or enact the same Road infrastructures as a policy, if not by using Authority?
 
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PedroLuiz

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Authority strikes me as an abstraction of "where the state's attention is directed". Road maintenance takes authority away because it's representative of the state utilising its authority to direct resources towards that task, and people within the state machinery following those orders on down the hierarchy.
the State is the bureaucracy , authority is about the person of the Head of State, and he isn't using his personal influence for infrastructure is he?
 

aono

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Skales

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the State is the bureaucracy , authority is about the person of the Head of State, and he isn't using his personal influence for infrastructure is he?

Why couldn't he? Everyone likes moving little trains around when you are a kid, if you are an absolute monarch you can do that, but like, for real, as an adult.

/s
 
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