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Victoria 3 - Dev Diary #34 - Canals & Monuments

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Good evening and welcome to this week’s Victoria 3 development diary! Today’s topic is Canals & Monuments, unique buildings with special inputs, outputs, and effects.

The Vatican City is the seat of the Catholic Church and a great asset to the Papal States in Victoria 3. As Europe developed and industrialized, the power of religious authority in national politics declined steeply but never lost its relevance. Can you change the course of history and renew the temporal power of the Pope?
DD34 01.png

Monuments are unique buildings only available in specific states, each with its own 3D model on the map. They make use of some of the more interesting aspects of the production methods system; just as buildings can output Goods, they can also output both national and local modifiers, Capacities, and effects on the pops working there. The Vatican City for instance outputs the Influence capacity as well as greatly increasing the political strength of the Devout Interest Group. Meanwhile the White House adds a multiplier to your national Bureaucracy output as well as increasing the amount of political strength Pops gain from votes. Not all Monuments are present at the start date. Some, like the Eiffel Tower, must be constructed, and Monuments are significantly more costly and time-consuming to construct than standard buildings. Monuments are subsidized by government funding, so if you decide that a Monument is unaffordable or that you aren’t interested in its effects (for instance if you as communist Italy no longer want to Church to wield so much power) you can simply defund them. On release we intend to have eleven different Monuments in total.

The Panama Canal links the Atlantic and Pacific Oceans. Finally completed in 1914 after decades of planning and construction, ships no longer had to take the long and treacherous route around South America to travel between the East and West. Yes, we can see the trees and houses in the Canal - we’ll fix it!
DD34 02.png

Like Monuments, Canals are unique buildings with a special set of inputs and outputs. But the true allure of constructing a Canal is that it allows you to create new connections between sea nodes, allowing ships to travel through the isthmuses of Panama and Suez. This significantly reduces the Convoy costs for trading and supplying armies across vast ocean distances, as well as your vulnerability to unscrupulous rivals trying to disrupt your supply lines.

We use the Journal Entry system to track the progress of your canal survey. Behind the scenes a variable is increased every month until the goal is reached, which triggers the completion event. The Journal Entry also acts as a reminder that you are spending a lot of Bureaucracy on this project, and that it will eventually be made available again once the survey is complete.
DD34 03.png

Constructing a Canal is far from trivial. Before any work can begin, an extensive survey of the region needs to be conducted, costing a hefty chunk of Bureaucracy for the surveyor for around 3 years. Either the owner of the state or a Great Power with an Interest in the region can conduct a survey. Any number of countries can potentially conduct their own surveys and compete to build the Canal themselves.

We’ve made the conscious decision to avoid starting wars or Diplomatic Plays through scripted content wherever possible, instead offering incentives for the player to start their own Plays and encouraging the AI to pursue Journal Entry goals. In this case, the player has the option to either gain a Claim on Sinai or to improve relations with the owner country, helping you along your chosen path but not locking you into a particular course of action.
DD34 04.png

Once you’ve completed your survey, the path diverges depending on whether you own the appropriate land. If you already own either a Treaty Port or the whole state region you can simply begin constructing the canal, but if not you’ll need to find a way to acquire it, either through monetary or coercive means. A Decision becomes available allowing you to purchase a Treaty Port in the appropriate State Region in exchange for a series of very large weekly payments, assuming you can convince the local rulers to part with the port. You might however decide that you’d rather keep your money and start a Diplomatic Play for a Treaty Port or the entire State Region (the former will cost you a lot less Infamy), which might lead either to a peaceful concession to your demands or to war.

And that’s all for today! Next week I’ll be handing you over to one of our Content Designers to talk about Expeditions and Decisions.
 
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Lovely dev diary, nonetheless, assuming we own a fully constructed and operational canal, will we be able to block off the access to certain nations or establish tariffs on the theoretical amount of internal and external trade passing through the canal?

Because as long as the cost for transit is lower than that of the convoys needed to go around it should be a win-win situation for all parties, also allowing for a monetary return on the canal construction rather than giving every other neutral/friendly nation in the world the same benefits for access as the country who built it.
 
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Meanwhile the White House adds a multiplier to your national Bureaucracy output as well as increasing the amount of political strength Pops gain from votes.
I would say, this is not what I want. I don't want a monument with such arbitrary bonuses that devs have promised to avoid. You just control the White House, and the people's votes in your country make more political strength? That doesn't make sense and will ruin the historical immersion, at least for me. I hope a custom rule that can turn on/off these arbitrary bonuses.
 
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Are other countries able to use your canals, and can you limit it? Can you agree that they can use it for a fee or limited use or something along those lines?

Also do monuments have employees like buildings do? And how many are there in total if all is build, and what are the range of effects they can have?
 
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The Panama Canal links the Atlantic and Pacific Oceans. Finally completed in 1914 after decades of planning and construction, ships no longer had to take the long and treacherous route around South America to travel between the East and West. Yes, we can see the trees and houses in the Canal - we’ll fix it!
View attachment 808267
No trees should be growing through the concrete obviously, but will we have on map events for the canals bring sabatoged or have accidents (like the very unrealistic situation of a ship getting stuck in the Suez and snarling everyone's convoys for a few months)?
 
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I quite dislike some arbriatrary Buffs buildings give. If for example they give interests group some power ok, if they give pop happiness ror specific cultures or religions ok I get that, hell even some immigration attraction for something symbolic like the statue of liberty ok, but that the white house alone give me a bonus on burocracy is sry stupid. Its a building, it has nothingh to with the actual administration of the united states, and what happens when anothe rcountry gets it?
If it was something like an academy ok, but the white house has no real value outside its cultural one. If the US looses DC they loose a buff, but it has nothing to do with them as a people. Idk, stuff like the white house shouldnt be in the game unless tourism exists and if they need to be in the game maybe just some interest group changes or a buff to pop happiness for americans, not some magic bonus, unless there is an explanation of why the white house brings more burocracy that is tied to the building in some way.
 
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Fairly interesting. I am glad to see that the bonusses to monuments seem reasonable. I don't suppose we could get a full list of monuments and their effects? :)

The fact that one has to do multiple steps to build a canal is a good improvement. But I find it unfortunate that it seems a fairly straigth forward affair with not a lot of player interaction to accomplish the goal, such as setting 'production methods' and investment levels to influence the outcome. I mean France couldn't complete the Panama canal for a number of reasons, but one of these was not having the appropriate technology to do so, or at least not investing it. It would be good to represent this in game.

Aside from the Panama and Suez canal, can we also build the Kiel and Kra canal, and possibly others as well? Such as the Nicaragua Canal?

Like Monuments, Canals are unique buildings with a special set of inputs and outputs. But the true allure of constructing a Canal is that it allows you to create new connections between sea nodes, allowing ships to travel through the isthmuses of Panama and Suez. This significantly reduces the Convoy costs for trading and supplying armies across vast ocean distances, as well as your vulnerability to unscrupulous rivals trying to disrupt your supply lines.

I have been wondering about this actually.

When I look at the latest map, the route from the North Sea to Singapore around the Cape consists of 13 nodes (starting in the North Sea and ending at the presumed node in Singapore), but when I count the nodes through the (presumed) Suez route, I count 12 nodes. I believe convoy need is calculated based on number of nodes the route needs to travel through? Then the Suez canal doesn't really seem to offer much benefit, or am I seeing the wrongly?
 
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Monuments work exactly the same way other buildings do, including employing Pops to produce their effects. They just happen to be unique. But just like other buildings, you can of course mod them (including out) to your heart's content.
Is building a canal something that equally benefits everyone? Is it like I made a huge deal of effort to build it, and then I have same benefits (better access to the eastern seas) as my worst rival? Or can I close it for them or make them pay for using it?
 
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Monuments work exactly the same way other buildings do, including employing Pops to produce their effects. They just happen to be unique. But just like other buildings, you can of course mod them (including out) to your heart's content.
Well they obviously work not like normal buildings which are just unique. If it was just that they couldnt give Nation wide bonusses, that stuff would be tied up in Laws or technology. The white house is a building why gives it a nation wide bonus to burocracy? I guess that it is a percentage buff, if its just an especially good buidling producing burocracy taht would be something else.
Overall outside national sybols they ogften mean nothing, so anything ebsides happiness or migration attraction for specific people would be magic. Like if the Berliner Gate gives any military bonusses for german troops it will be magic, or if the Eifeltower gives anything besides prestige or pop happiness it will be magical, because they are buidlings and not people, laws or technology.
 
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Is it possible to restrict usage of Canals for someone? If not, the mechanics is a little flawed. Let's say I'm Egypt and I hate Italy, having my own designs for Horn of Africa once I modernize. But building Suez Canal, if I can't close it for them, gives my rival equal favour - access of their mediterranean ports to red sea. Very upsetting if true.
Also, is joint ownership of Canal possible? Like, Germans ask Egypt to build Canal, Egypt likes them and want to agree but without losing land?
Building on this question, what does ownership of a canal mean for the owner's trade vs a neutral nation that still has unrestricted access through the canal? What benefit is there to building your own canal instead of being a free-rider and letting some other foolish nation swallow the costs? This is assuming that the owner is not your enemy or rival.
 
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Instead of the White House, it would have been more appropriate to bring Congress into play. Effect: 300% to delay the introduction of a new law. ;)
that should be a law annd not a building, like if you use a senate and lower house it will be harder and take longer for laws to pass, or they need broader support in general. would also make the us much more slow to change which feels historically acurate
 
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Monuments being locked to certain regions seems to violate the principle of countries not having inherent bonuses - it makes sense for things like geography to grant bonuses, but I'm not so sure about historical man-made buildings like Angkor Wat, the White House, or the Eiffel Tower. Isn't the White House just another seat of government?
 
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Also, are you considering making whole cities into monuments? For cultural or economic hubs such as Venice or Kyoto I can definitely see the city itself becoming a symbol of culture and development.
If the effect isn't localized to a specific building or site, it might be more appropriate as a state modifier. Or, they might just punt and have a building anyway, and say in the description that it's standing in for this whole cultural center.
 
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Ttrgw

Second Lieutenant
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Apr 29, 2013
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Monuments are a fun feature to look at, but I don't want to have to take and rule only the Provinces where monuments exist in order to build a strong and rich nation.
To be honest, I don't like the idea of a single building having a huge impact on a nation's capabilities and strategy, as in EU4.
 
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