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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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Shouldn't road maintenance INCREASE authority at the expense of treasury as road-building/public works was a big outlet for the patronage that bought the support of the loyalists who could be counted on in an election to get out the vote?
 
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I don't see it as any more abstract then Vicky 2. Diplomatic points and influence generations was really abstract and diplomatic points the most man thing you could imagine.

edit

oh yeah, and focus points of course
There was some mana element in Vicky 2, but this feels like relatively arbitrary point generation (aka mana) will now be much more central to the game. If you look at the DD most of the points seem to come from ruler traits, buildings, ideas, rather than pops.
 
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and how do you get the paper? By building a paper mill.

They’ve already said that buying buildings is the “core loop of the game”
Just as it was in factories in previous Victoria games. This really isn't different.
 
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Where does wasted tax money go? Do the pops get to keep it, or does it disappear from the economy?
Would be very cool if at lower tax efficiencies, corruption represented by money from the tax pool going back to the Bureaucrats and Aristocrats was modeled, instead of tax efficiency just being a metric of how much taxes you can extract overall.
 
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and how do you get the paper? By building a paper mill.

They’ve already said that buying buildings is the “core loop of the game”
By building a paper mill, having enough of the requisite POP type to work it, and having the maintenance cost in goods to allow those POPs to keep it running.

So again, no. Not just building a building. You need to build an economy.
 
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so freedom of concience and right to assemble increase the ability to give orders?
All the while more authoritarian approaches was supposed to INCREASE the ability to order citizens around?

Here it seems freedom increases and denying the masses the right to think on their own would decrease, NOT increase authority!

Also cannot help but wonder how its authority as opposed to bureacracy that maintain (and build?) roads.

Regarding capacity in general i was thinking roads even electric grid. And electric grids should be a relevant thing for the last 1/3 of the era.


Also the taxing and banning of goods does suggest a action. Banning coal and oil, 1900s isnt too early to save the enviornment. All under +100% enactment authoritah? :D
Better hope hydropower is up and running, maybe even nuclear power.
 
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There was some mana element in Vicky 2, but this feels like relatively arbitrary point generation (aka mana) will now be much more central to the game. If you look at the DD most of the points seem to come from ruler traits, buildings, ideas, rather than pops.

But, as has been stated by Wiz himself in this thread, the buildings only produce stuff if there are pops working there.
 
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Can I ask you if buildings take a slot of some sort?
Some buildings are limited by things like resources or arable land (for example, iron mines are limited by how much iron is available in the region), but only where it makes sense. How large your cities can grow is really only limited by population.
 
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Exactly what I’m thinking - I can’t imagine any system that’s isn’t mana, if this is mana

It's this overly abstact nonsense again. How does right of assembly help with road maintenance as is seen in the authority mana screenshot?

What would it need to look like for you to not be considered mana?

If you're going to say this you could at least elaborate on what system you'd rather have.
As a customer it's enough to say "I don't like X Y and Z" It's not our job to design the game for them, they have the talent and we literally give them our money to do it for us.
 
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The road maintenance thing is sort of interesting. Is authority being used because you're like, demanding with your kingly powers and decrees that road maintenance shall be done? That's how I read it, rather than the maintenance itself taking your authority for some reason (the first King-Foreman of Sweden?)
 
so freedom of concience and right to assemble increase the ability to give orders?
All the while more authoritarian approaches was supposed to INCREASE the ability to order citizens around?

I think it might those might be scaled laws. Say 5 steps, and those are like step 3, with most authoritarian giving say +200 and least authoritarian giving +0.
 
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Generally speaking, more rights and equality means happier, healthier and wealthier pops with all the benefits that brings.
i hope this comes mostly from social reforms though? If someone was forced to choose between living in a rich country that is an absolute monarchy/dictatorship (that does not persecute that person) and a poor country that is a perfect democracy. Pretty sure most would pick the rich country.
 
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The road maintenance thing is sort of interesting. Is authority being used because you're like, demanding with your kingly powers and decrees that road maintenance shall be done? That's how I read it, rather than the maintenance itself taking your authority for some reason (the first King-Foreman of Sweden?)
 
The road maintenance thing is sort of interesting. Is authority being used because you're like, demanding with your kingly powers and decrees that road maintenance shall be done? That's how I read it, rather than the maintenance itself taking your authority for some reason (the first King-Foreman of Sweden?)
This is the idea yes, the king exercising his personal power on pet projects.
 
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Some buildings are limited by things like resources or arable land (for example, iron mines are limited by how much iron is available in the region), but only where it makes sense. How large your cities can grow is really only limited by population.
Please tell me population will be constrained by buildable/arable land in the area plus the capacity to ship food in from elsewhere. Wake Island can only grow so large.
 
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