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Victoria 3 - Dev Diary #8 - Institutions

dd8.png


Let’s talk about Government Institutions! These are the “services” your government provides to its Pops - and I use scare quotes here because while that does certainly include things like schools and workplace safety controls, it also means conscription offices, militarized police, and poorhouses.

While Laws are political hot buttons with your Interest Groups, Institutions are a side effect of those Laws, and it’s not as politically fraught to expand your pre-existing health care system as it is to establish or dismantle it. But the Laws that bring an Institution into existence also govern what side effects they have, and Interest Groups will care a lot about those.

As we all know, Institutions run on Bureaucracy like gamers run on caffeine (I would have said “cars run on gas”, but that isn’t universally true anymore, is it?). Bureaucracy comes from Government Administration buildings, which employ Clerks and Bureaucrats that consume Paper (and later on other goods, like Telephones) in the process. The more Government Administration buildings you have, the more and larger Institutions you can operate at once.

Running a positive Bureaucracy balance is great for remaining responsive to your people’s evolving needs. In the meantime, any excess Bureaucracy will be used to marginally improve construction efforts around your country.
dd08_1.png

The cost of Institutions, or the cost of one level of an Institution, is dependent on the size of the population across your Incorporated states. An important aspect of Institutions is that the effects and benefits they apply only affect Incorporated parts of your country - if you have any colonial frontiers, contested territory, or recently annexed land you haven’t Incorporated yet, these do not pay taxes to you nor do they cost you Bureaucracy, but they also can’t access your awesome hospitals.

Ways of decreasing the cost of providing Institutions to your people include:
  • Passing Laws to decentralize your Bureaucracy with elected rather than appointed officials
  • Society inventions like Behaviorism that provide insight into people management
  • Refraining from Incorporating colonies and conquered territories
  • Sending a whole bunch of people to their deaths in terrible wars (warning: side effects may vary)
dd08_2.png

Currently planned Institutions are:
  • School System - educates your populace
  • Health System - increases your population health
  • Police - decreases the effects of Turmoil
  • Workplace Safety - reduces workplace mortality
  • Social Security - impacts how poor your population can get
  • Home Affairs - counteracts revolutionary sentiment
  • Conscription - lets you recruit civilians as conscripts during wartime
  • Colonial Affairs - advances your colonial frontiers

To establish these Institutions you have to have sufficient Bureaucracy for their operation, and then enact an enabling Law. There are always several different Laws that enable a certain Institution, and which you choose will “flavor” the Institution accordingly. For example, the Colonial Affairs Institution will generate colonial growth in all your established colonies in relation to the size of your Incorporated population, by encouraging people to move and invest there. But if you have the Colonial Resettlement Law each level of it will also provide increased colonial migration pull to entice your population to move there, while the Colonial Exploitation Law will increase the throughput of colonial industries while reducing the Standard of Living of Pops who live there.

Switzerland has 3 levels of Religious Schools, 1 level of Local Law Enforcement, and 1 level of a Private Health System with a second level currently in progress.
dd08_3.png

The Bureaucracy you invest into Institutions can be redistributed as needed, but this takes time. For example, if you have a level 3 Health System and level 2 Home Affairs, and a per-level cost of 142 Bureaucracy, you’re paying 710 Bureaucracy for the privilege which you have to generate from Government Administration buildings. But if your population grows such that each level costs 173 instead, maintaining these levels will cost you 865. Assuming this puts you at a deficit of -155 Bureaucracy, you will suffer a pretty hefty Tax Waste penalty, which causes a percentage of all taxes collected to never quite make it all the way to your treasury.

In response to this disaster you may be forced to reduce the level of one of these Institutions, which will restore your Bureaucracy balance to +18 while you expand your bureaucracy to be able to regain the lost level. If you took the level from the Health System, your Pops will suffer reduced health in the interim, while if you reduce Home Affairs, you better hope you have no anarchist bomb-throwers lurking around in the shadows. Since Institutions expand gradually, restoring your lost level will take some time, so if possible it’s best to stay ahead of the change and expand your Government Administration proactively if you experience strong population growth or immigration waves to your incorporated states.

That’s all for Institutions! Until next week!
 
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If you have any colonial frontiers, contested territory, or recently annexed land you haven’t Incorporated yet

Contested territory? Sounds like the announcement a new dynamic to me...

If you have the Colonial Resettlement Law each level of it will also provide increased colonial migration pull to entice your population to move there, while the Colonial Exploitation Law will increase the throughput of colonial industries while reducing the Standard of Living of Pops who live there..

Oh, so the type of colony won't be set on a per-colony basis? That's a pity...

That’s all for Institutions! Until next week!

Please tell me that next week you'll talk about culture! I am so curious to see how you reworked the system!
 
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What if you switch the "flavour" of the institution while some of it already has been established? Do you just keep the levels?
 
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So, do instututions have no cost besides Bureaucracy capacity? If so, what about, for example, social security? This directly impacts the minimum wealth of your pops; where is the money coming from? Is there a treasury cost alongside your Bureaucracy cost?
 
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Will none of these institutions cost the government money as well? For example public schools, social security, hospitals, police etc? Who is paying for all of this?
 
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That's very interesting! I'm curious, whether providing good health care will be possible in fact only for socialists like in vic2? I plan for autocratic monarchy with public schools and good health care :)
There are a number of different Laws that can enable the Health System Institutions, which are supported by different Interest Groups. For example, the Industrialists support a Private Health System. It's also quite common that Institutions enabled under one administration remain after that administration drastically changes, for example after an election. The new government is on the hook to support the existing Institution with its current properties, although they may be inclined to change the laws such that they operate more along their own ideology.
 
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Just to be clear, all nations can unlock the ability to use all eight institutions, if they have the right tech and laws?

Or, if I want o create an education institution do I need to remove an existing institution to make room?

Edit: forgot to ask. Are there negatives for too much bureaucracy? Surely an overly large government has *some* drawbacks.
I'd say it entirely depends on corruption levels, and obviously the opportunity cost of having the pops in the bureaucracy instead of production or academy. And speaking of in-game terms the bureaucracy cost itself
 
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So are unincorporated states completely useless?
They produce and consume goods in your market while costing very little to maintain, so no!
 
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There is a Conscription institution shown; how will it work for a potential volunteer only army? I suspect having a more expansive and expensive volunteer program would still need to be modeled even if you have no draft.
 
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The Government Administrations that provide Bureaucracy is the cost, and it's a substantial one.
So all people who work for the institutions (like medical professionals for Healthcare, or teachers for Education) are abstracted as Bureaucrats and Clerks, and the buildings (like hospitals and schools) they work in are abstracted as Government Administration buildings?
 
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Does this mean that institution effect is the same for each state? This isn't even the case IRL for contemporary US.

Does this also mean that cops, teachers, doctors and nurses will all be represented as bureaucrats? Will bureaucrats prefer conservative/military IG more then if you're law enforcement is outpacing your other institutions?
 
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Honestly, this is the first thing I am a little worried about.

I like the bureaucracy capacity mechanic and how it relates to tax, but many/most of these institutions should be local buildings or infrastructure that employ a certain pop, not just bureaucrats and clerks.

For example, why would having a police force in east Switzerland employ bureaucrats and clerks in west Switzerland, shouldn't it employ servicemen (and maybe a few bureaucrats and clerks) in east Switzerland.

Having them as buildings could also tie in with the production method mechanic - which would change depending on law but keep the building intact.
 
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1. What determines how many levels of institutions are unlocked (in Swiss example only 3 out of 5 levels of education institution can be enacted)?

2. Why do institutions at various levels expand political strength of certain Interest Groups? In Swiss example in particular - why does devout gain 60% political strength increase instead of just becoming more content?
 
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Will institution access be constant across all Incorporated States, or are some states more equal than others? It feels like the sort of thing that ought to scale in effectiveness based on how developed the state is, even if you aren't going to model the government services with specific teacher/doctor/law enforcement jobs.