Lord of Trieste, of Cattaro and on the Windic March; Grand Voivode of the Voivodeship of Serbia etc., etc.
The Ideologies of your Interest Group Leaders, however, do represent the prevailing political zeitgeist within their own section of society. Every character comes with their own personal Ideology, determined by a wide variety of factors reflecting the material and political conditions of your nation. I’ll list a few examples of these factors:
- Fascist leaders are more likely to emerge in countries that are paying War Reparations after losing a war.
- Radical leaders are more likely to emerge in absolute monarchies with high turmoil in incorporated states.
- Communist leaders are more likely to emerge in countries with large urban centers and low living standards for the lower strata.
- Social Democrats are less likely to emerge from content Interest Groups - angry IG’s will turn towards more radical forms of socialism.
- Theocrats are more likely to emerge when your country has the State Religion law and the Devout Interest Group is powerful.
- Market Liberals are more likely to emerge in countries with large Urban Centers and less “modern” economic laws like Traditionalism and Mercantilism.
A variety of historical figures can emerge as the game progresses beyond 1836. We can define everything you’d expect about a character like their religion, ethnicity, and traits, but there’s also a little more we can do here. Taking US President Abraham Lincoln as an example, we’ve set the earliest date that he can become an Interest Group leader to 1847 (when he first entered the House of Representatives, joining the national political stage). We can set both country-level and Interest Group-level triggers on when it’s appropriate for a character to emerge - Lincoln can emerge only in the USA, and he can join either the Intelligentsia or Rural Folk if they are not Marginalized. We can also determine the chance that a politician will emerge every time a suitable Interest Group selects a new leader.
- Rulers. The King, the President, the Pope, the head honcho of the nation. Who rules your country is determined by your Governance Principles law.
- Heirs. Heirs exist only in monarchies, and primarily spend their time waiting for mummy or daddy to pop off so they can have their turn on the throne.
- Politicians. These are Interest Group Leaders, whose ideologies are a huge determining factor for the laws you can pass and the Political Movements that will emerge.
- Commanders. Your Generals and Admirals, heroically (or not so heroically) leading your forces into battle.
Each character also has Character Traits. Traits have a variety of effects, and these effects can differ depending on the Character’s Role(s). Let’s take the Cruel Trait as an example. All Cruel characters take a very substantial hit to their Popularity (more on that in just a bit), but the other effects are applied depending on the character’s role. A Cruel commander will encourage his forces to cause more casualties to the enemy and more devastation in the course of the war. When an IG has a Cruel leader, they will gain more approval for being included in the government. Finally, a Cruel Ruler enjoys cheaper Decrees (Violent Suppression might be a favorite), but opposition IG’s will more readily disapprove of the government and all pops in the nation will have reduced standard of living. Other Traits include Ambitious, Pillager, Innovative, and of course Opium Addict.
Characters play an important role in Victoria 3. They rule nations, dominate internal politics, and command armies. Through their Ideologies, new and old ideas clash in the arena of government and public opinion, while their Traits will help or hinder their goals as well as yours.
And that is all for today! Next week, Martin will unveil the revisions to the trade mechanics since we last covered them.