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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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Does the influence cost for various interactions vary depending on the nation concerned?
It seems like alliances with great powers should be much more expensive than with minor nations.
 
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I'm genuinely confused at people calling this "mana". The game needs to abstract some things so that you can interact with it at all.

This doesn't seem at all "mana-ish". The issue with mana is that it's a magical currency that doesn't represent anything real that you can build a stockpile of that you can then somehow spend on either an Admiral, or developing a province instantaneously, or researching a diplomatic technology etc.

The silliness of mana is in the pooling and the decision to spend. This system has none of those issues. It's not mana, it's abstraction.
 
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Also, from the pictures individual Ruler Traits are confirmed.

No more useless Head of States.
 
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Maybe this is better answered next time but do the Buildings produce bureaucracy cap or the pops? Like if I had a building without a full staff does it produce less cap?
 
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Maintaining roads cost authority? So democracies cant maintain their infrastructure? Or is this some form of subsidizing un-profitable infrastructure?
 
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My biggest concern in this is authority and what looks like money tokens. Why do roads take away authority. “I am sorry my liege, we have used up all our political authority by building a bridge, now we have to go do a public dance to gain 20 authority points a month.”

The money tokens seem very very scary, does the state not actually pay for things with money, and instead uses a token system? If you want to build a road, assuming you have done enough bell ringing and paper writing events to get the authority too, do you pay for it with 5 money tokens?

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.
 
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A bit not on topic, but the money(?) being presented as capacity(?) seems intriguing. Does it mean money will work the same way, and countries won't be able to accumulate it?

1622737111483.png
 
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I'm genuinely confused at people calling this "mana". The game needs to abstract some things so that you can interact with it at all.

This doesn't seem at all "mana-ish". The issue with mana is that it's a magical currency that doesn't represent anything real that you can build a stockpile of that you can then somehow spend on either an Admiral, or developing a province instantaneously, or researching a diplomatic technology etc.

The silliness of mana is in the pooling and the decision to spend. This system has none of those issues. It's not mana, it's abstraction.

Mana is a buzzword.

It's a video game, every resource is generated by some simulation of something, somewhere. When people do not agree it should be simulated this or that way they dub it "mana".
 
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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?
 
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Someone above mentioned a bit of the thinking that Wiz used in Stellaris, and I quite agree. It's interesting. I do hope, however, that one can't enhance Bureaucracy simply by plunking a building down somewhere. And I imagine it won't work like that. Bureaucracies are nurtured over long periods of time. Even the 100 years of Vicky 3 should be enough to create decent bureaucracies. In the UK, for example, the civil service become a more professionalized form of service over the period covered by the game, and not simply a gentleman's dalliance. Prussia -- and other German states -- had a big advantage in this respect, with the teaching of Staatswissenschaft already begun in the 18th century.
 
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Looks pretty cool! There's always gonna be some abstracted stuff, and my preliminary thoughts are that this looks like a more realistic way to implement that than EU4s point accumulation stuff.

A few other notable things: Sweden-Norway flag and personal unions as a type of subject nation! I have a few questions about this. If Sweden loses Norway will the flag change to just the normal Swedish flag? Are personal unions a relic of a bygone era or will I be able to create new personal unions through the course of the game? If I create a personal union like, idk, Spain and Sardinia (or whatever) will that give me a unique flag for them or is Sweden-Norway sort of special in that regard? Sorry my questions have nothing to do with capacities haha.
 
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I've seen a few people (and was my first feeling) skeptical of the "build a building to get more buraucracy"

I feel like perhaps a better way to look at this (i don't know if this is how it works, but would be neat), similar to that whole explanation given on the video of "+tea doesn't make people happy, +tea etc etc" could be:

"The more administration your country has (education, enforcement, states) the more bureaucracy it needs. You need more people employeed as bureaucrats. But to have more bureaucrats, you need more Administrative Infraestructure. Tax offices, parliaments, ministeries, goverment buildings etc. It is no chance that this is the time of the building of many imposing and giant goverment buildings around the world. The more Administrative Infraestructure you build, the more bureacurats you can employ to increase your administrative capacity"

I feel this would feel more organic, the way it is described here sounds a bit like "build a building, gain +200 points of something"

Still really interested and exciting in how this all is shaping.
 
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ero_sk

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It's literally mana lmao
Not necessarily. For example I like the Influence capacity. Rather than having a hard cap on diplomatic relations like in EU4, where any sort of diplomatic action occupies a slot, here by using capacity countries will be able to have more flexible diplomatic relations. For example, guaranteeing a country shouldn't cost the same as a fully-fledged alliance with another country.
 
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DiNardo1910

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I really appreciate the shift away from giant mana pools in order to better create a simulation. Seems nice and streamlined.

Can't wait to see how it plays in game :D
 
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Fryslan0109

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Very interesting. I don't mind it as a 'mana' system per se - V2 had its diplomacy points after all - but with the relatviely limited scope of each system here, it seems more realistic than other mana forms that have emerged over the years. My concern is about state-level bureaucracy. Is bureaucratic capactity tracked nation-wide only, or will some states, such as a Capital province retain their administrative capacity even as new states are added to the empire which do not (i.e. necessitating the building of capacity in, for example, newly acquired colonies). Will a UK need to build a government center in India to manage their growing rule there, or will a few buildings in Yorkshire do it? That is my concern right now. I feel like their needs to be some accounting for local differences in bureaucratic capacity.
 
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