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Victoria 3 - Dev Diary #99 - Colossus of the South

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Hello. This is Victoria, and today I have two very important reveals to share with you.

First off, the long-awaited Update 1.5 “Chimarrão”, which has been in Open Beta since September, will be released on November 14.

Second, it is my pleasure to announce our new Region Pack Colossus of the South, focusing on the Amazonas region of South America. Colossus will be released alongside Update 1.5, and will be free to all Grand Edition or Expansion Pass owners. The price of the standalone pack will be $5.99.

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Region Packs are a new type of product for Victoria, and will contain detailed content regarding a certain region or political sphere. They differ from Immersion Packs through a heavier focus on narrative content, and a lighter focus on art and mechanical systems. Whilst Region Packs do include some 3D and 2D art assets, such as clothing and event images, they do not include features such as new UI skins or building sets.

Infographics​

For those who would like a quick reference, we have these excellent infographics to help summarise the content.

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Paid Content

Colossus of the South is largely centred around the largest nation in South America - Brazil, with a selection of content for its neighbours. Owners of Colossus of the South will be able to experience events through Brazil’s history from 1836 to 1936 through new journal entries and events, with plentiful flavour and alternate-history options.

In addition to in-depth content for Brazil, Colossus of the South contains a selection of journal entries for Paraguay, representing the buildup to the War of the Triple Alliance. For the other Hispanophone South American nations, the region pack contains journal entries revolving around pan-national ambitions, from Gran Colombia, to the United Provinces of Rio de la Plata, to Simón Bolívar’s greatest ambition - a unified Spanish-speaking South America.

Magnanimous Monarch

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Brazil begins the game in a perilous position, with an eleven-year-old monarch on the throne, and a country in a state of revolt and political upheaval. The Magnanimous Monarch journal entry is the primary journal entry of Brazil’s early game, and will remain until Pedro II either perishes or is removed from the throne.

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The progress of this Journal Entry will be determined by actions carried out through the game, tied into nearly every piece of content experienced by Brazil.

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Whilst Pedro II represents the Intelligentsia class, and the royal family is abolitionist, the extent to which the entrenched agrarian oligarchy is willing to tolerate reformism is severely limited. Failing the crises that embroil Brazil throughout his reign will lead to the military and landowners coming closer and closer to assuming unrestricted power, whilst successfully centralising authority and tying the nation together will bring them further from doing so.

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If one wishes to embark upon the monarchist course, one must seek to minimise the power of the Landowners and Armed Forces, keep Brazil on a strong and stable course, and be willing to take short-term penalties for long-term political gain.

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If all goes well, rather than heralding the end of the Empire, Pedro II’s death will be regarded as only the beginning of a continued, enlightened reign.

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On the other hand, whilst the Landowners remain basically supportive of the institution of the monarchy, continuing down the reformist road will alienate them further and further, until they become full-fledged supporters of an oligarchic Republic.

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If the monarchy continues to alienate their interests enough that the progress bar reaches zero, the military will march on Rio de Janeiro hand in hand with representatives of the oligarchy, and put an end to the Brazilian Empire.

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The Matter of Slavery

The economy of Brazil, dependent largely on agricultural exports, is massively dependent upon slavery as a source of cheap labour. Whilst abolitionist elements in society, including the royal family, condemn slavery, to truly abolish it represents an enormous struggle.

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Whilst Brazil has formally outlawed the slave trade, this ban is widely ignored, with Brazilian slave ships continuing to rove the Atlantic, shipping new slaves from Africa to the fields of Brazil. This slave trade has embroiled Brazil in a constant, low-level conflict with the British Empire on the Atlantic, with the Royal Navy vessels of the West Africa Squadron occasionally boarding and seizing Brazilian slave ships - even within Brazilian waters, if they so desire.

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Whilst Brazil preserves the Slave Trade law, these interceptions and crises with Britain will continue. In order to keep track of this state of affairs, Britain possesses a similar journal entry, providing a British player several tools for combating Brazilian slavery on the high seas.

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Similarly to the Magnanimous Monarch journal entry, the Matter of Slavery journal entry possesses a set of conditions that will lead to its decreasing or increasing. Leaning into the Landowners - a necessity, if they are particularly powerful - will deplete the progress bar, bringing slavery closer and closer to being a permanently entrenched institution, whereas keeping the bar at a stable level will prevent this outcome from occurring.

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The official stance of the nation on slave trading can be switched every two years via the second button in the journal entry, either providing bonuses to suppressing the slave trade at the cost of angering the Landowners, or the inverse.

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Despite these measures, however, the only truly comprehensive way to end the slave trade will be to pass the Legacy Slavery law, which will end the harassment of Brazilian vessels, and slow the progress of the progress bar towards zero.

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Enacting Legacy Slavery, however, is not the end. In order to truly end slavery, Brazil will need to risk the ire of the Landowners, and the credibility of the monarchy, by enacting the Slavery Banned law. Fortunately, with this journal entry, there is a tool through which this process may be expedited, albeit controversially.

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The issue of slavery is the most contentious one in Brazil - even a forced slavery ban through a war with Britain will infuriate the Landowners, and bring the monarchy closer to falling.

Coffee and Milk

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Brazil, throughout the nineteenth and early twentieth centuries, has had an economy centred around coffee and other agricultural products. The River of Coffee journal entry, triggered by researching Intensive Agriculture and investing into the plantation sector, will guide Brazil in a more agrarian direction, presenting incentives for both a human player and the AI to invest into the coffee industry.

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In order to complete this journal entry, producing lots of coffee is not enough. Brazil must find a buyer for it all, whether that is through greatly growing the domestic economy or through exports. With the relatively low population of Brazil at game start, exports is the most sensible path - and if focused on, can grow the Brazilian economy to new heights.

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With wealth, however, comes power. As the Brazilian plantation economy grows, a new trend will emerge in politics - the monopolisation of power by the agrarian oligarchy, and politics being increasingly bent around two states. Whereas historically these two states were Minas Gerais and São Paulo, in Victoria 3, additional combinations are possible.

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Whereas the River of Coffee journal entry represents the economic side of agricultural development, the Coffee with Milk journal entry represents its political consequences. The presence of the monarchy will prevent the absolute worst excesses of the Milk-Coffee system from emerging - but, if the empowered landowners created by the agricultural boom are able to institute their ideal Republic, there will be no limit as to what they may do.

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Pictured: The name of the Conservative Party under a Brazilian Republic has a dynamic name, determined by the most prosperous non-capital state.
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Now, what’s that new mystery ideology that the Landowners have? You’ll see in a moment, once we cover Positivism and its impact on Brazil.

The Coffee with Milk journal entry may be escaped through breaking the power of the Landowners and modernising Brazil - but how to do that, when they control politics so heavily? The next piece of content will present the answer.

The New Republic

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Once the Political Agitation technology is unlocked, if the Brazilian landowners remain powerful, a populist movement will begin in Brazil, seeking to break the power of the landed aristocracy and bring modernity to the nation.

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This movement will rely upon an alliance between the Intelligentsia and Petit-Bourgeoisie, both urban classes whose influence has been arrested by the dominance of the agrarian oligarchy. As opposed to developed nations, where the petit-bourgeois have everything to lose, and zealously guard the status quo, in Brazil, they have everything to win by finally overthrowing the old order. To represent their current interest in modernising the nation, this journal entry will grant the Moderniser ideology to the petit-bourgeoisie, which will make them marginally less reactionary and slightly more useful.

Pictured: They simply love the Regime.
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The populist movement will persist until it can either overthrow the government or get squashed down by the current order. Turmoil, Unemployment, and Petit-Bourgeois clout will advance it, whilst Loyalists, and Home Affairs and Policing Institutions will fight against it.

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Whilst the Populist Unrest journal entry is ongoing, events will appear that pertain to officers’ revolts and growing organisation amongst the urban “liberal classes”.

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If this movement succeeds in overthrowing the current Landowner-dominated government, it will seize power in a swift coup, and instate the Autocracy law, under the justification that that current political system has utterly failed Brazil, and requires a total reorganisation.

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Once the Petit-Bourgeoisie and their allies have successfully overthrown the government and installed their own modernising regime, a new journal entry is unlocked, inviting Brazil to implement a variety of reforms desired by the modernisers, as well as crushing communism.

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This dictatorial period will invite the rise of many other radical ideologies and new vectors for social unrest…

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…as well as new potential allies for the government to help see through their agenda.

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Nation-Building

In 1836, Brazil is not a truly united nation, but rather a patchwork of regional identities loosely unified by sharing one government. From the start, the government will need to struggle with this, and seek to construct a unified Brazilian culture from the disparate identities of Brazil.

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Four new cultures have been added to Brazil - Nordestino, Sulista, Paulista, and Amazonic, representing different regional identities. These populations will represent sizable minorities at game start, and, due to the fact that Brazil does not have any of these cultures as primary, a constant risk of secession.

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Through fulfilling the conditions listed for each culture, which will require interacting with other aspects of Brazil’s content, the disparate regional cultures will be, one by one, brought into the fold.

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If these cultures are not successfully integrated within fifty years of the start date, the integrity of the nation will be compromised, and secessionist sentiments will begin to flare. Additionally, a failed integration of the regions will harm the monarchy, potentially bringing Pedro II’s reign to ruin.

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New releasable nations have also been added, representing the various cultures of Brazil, in addition to the existing secessionist tags. Piratini is now a Sulista state, and Grão-Pará is now Amazonic.

Pictured: Paulistania represents the Paulistas, Angola Janga the Afro-Brazilians, and the Confederation of the Equator the Nordestinos. Minas Gerais is Brazilian culture, and Piratini and Santa Catarina are Sulista.
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Positivism

Pictured: Auguste Comte and the Positivist ideology will be free for all players.
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The history of Brazil and Latin America has been heavily marked by the influence of Positivism, a philosophical strand, ideology, and atheistic religion founded by Auguste Comte. In the early game, France will receive a new, free event representing the foundation of Positivism - unlocking the Positivist ideology for the rest of the world. Many years will pass between Positivism’s development and its popularisation - but once certain technologies are unlocked, it will make its entry into the political scenes of eligible nations.

Pictured: Owners of Colossus of the South will be able to experience the full extent of the Positivist movement.
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Similar to existing journal entries for political movements, such as the Nihilism and Communism journal entries, the progress of Positivism will be tracked through a variable, and be able to be influenced through events. Nations with the Positivism journal entry will be able to either make choices to endorse or suppress the ideology, with the end results of the journal entry dependent on the choices made therein.

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Whilst this journal entry is underway, events about Positivist influence in elite circles of society will appear - especially in the military. Embracing Positivism fully will grant benefits to military science and the influence of the Armed Forces, at the cost of greatly increasing the spawn rate of Positivist leaders, and the political influence of officers and intellectuals.

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In the end, the fate of the Positivist movement will depend on the degree of influence they have been able to receive. If the movement is politely but firmly rejected, they will be regarded as just another ephemeral trend…

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…but if fully embraced, the influence of Positivism will be certain to remain for time to come.

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Pictured: Brazil’s unique interaction with the Positivist content, which grants them a slightly more modernist Landowners interest group. If one wishes to pursue the historical Oligarchic Republic route, this may be an excellent asset.
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The Paraguayan War

Paraguay in 1836 is a peculiar nation indeed. An isolationist state in the heart of South America, it is ruled by the iron fist of Doctor José Gaspar Rodríguez de Francia, an eccentric dictator devoted to transforming his nation into a Rosseauian paradise.

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Paraguay begins with a set of laws reflecting its unique situation, a journal entry for Francia’s rule, and leaders with a unique ideology - Despotic Utopian.

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However, the Perpetual Dictatorship cannot necessarily last for as long as it advertises. Once Francia dies, a power struggle will emerge within Asunción, allowing for either a change in course or a continuation of Francia’s vision.

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When the dust is cleared, and Carlos Antonio López has ascended to the position of President of Paraguay, a new journal entry will be unlocked, covering the rapid modernisation of Paraguay in the post-Francia period.

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The buttons of this journal entry present powerful opportunities for modernisation, allowing Paraguay to experience the boom in population and GDP growth that it did historically.

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Once this journal entry is complete, Paraguay will be in a strong position to challenge its neighbours - and, if one wishes to follow the President’s desires, challenge them it will.

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This journal entry, “Si Vis Pacem, Fac Bellum” permits for a modelling of the historical War of the Triple Alliance. An AI Paraguay that reaches this stage will have its aggression massively increased - and, with the developments provided by the previous journal entries, will serve as a worthy opponent for the other South American powers.

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Once Paraguay launches a diplomatic play against Argentina for Corrientes, the war will escalate, granting journal entries to its opponents, and encouraging them to stand together against the invasion.

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A selection of historical commanders for Paraguay with advanced defensive skills have been added, ensuring an interesting, challenging, and historical experience re-enacting this conflict.

If Paraguay can manage a victory in this war, great benefits await it…

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…but a loss will bring utter ruin to the nation.

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Pan-Nationalism

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In 1836, South America still bears the scars of its wars of independence. It has been marked by both the struggle against Spain, and against itself - the collapses of the state of Gran Colombia in the North, and the United Provinces of the Rio de la Plata in the South. Despite this, pan-nationalist thought remains prevalent, especially in the former Gran Colombia.

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In Colossus of the South, as one’s nation develops, it may choose to either embrace these pan-national identities, preserving its broad starting culture, or abandon them, surrendering its greater claims in favour of harmony with its neighbours and the development of a unique national culture.

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Colossus of the South’s pan-national Journal Entries will be active for as long as a nation can retain its North Andean, South Andean, or Platinean culture. Successfully forming a pan-national construction will allow a nation to retain one of these cultures, whilst failing to do so will lead to its loss. What will replace these cultures as time goes on is the subject of the Culture section below.

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Once one of these nations has been successfully formed, however, that is not all.

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Once Pan-Nationalism is researched, a North Andean or South Andean nation that has successfully retained its starting culture and has either formed its formable or simply expanded by a large amount will receive the option to adopt a maximalist approach to South American unity. This approach will take the form of Simón Bolívar’s dream - the Federation of the Andes.

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The Federation is a new major formation available to owners of Colossus of the South, and enabled by accepting the Federation proposal.

Pictured: One of the Federation’s possible incarnations.
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Of course, this configuration is not the only one that it can assume. If the Federation is formed by a Rio de la Plata that adopts the South Andean culture, for example, it may be able to assume new territories and names.

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Free Content

In addition to the paid content coming in Colossus of the South, Update 1.5 will include a selection of free content to improve South American gameplay as a whole.

Peru-Bolivia Rework

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The starting situation of Peru-Bolivia has been reworked in Update 1.5, to include the governments established in the wake of the Salaverry-Santa Cruz war of 1835-36. Where a unified Peru once stood, there is now North Peru, South Peru, and Iquicha, states subordinated to the Supreme Protector of Bolivia, Andrés de Santa Cruz.

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At game start, the states of the Peru-Bolivian Confederation are working to establish a stable government with a functional constitution, whilst facing pressure from their neighbours. The Peru-Bolivia journal entry has been reworked, now requiring the maintenance of a legitimate government and the management of more component states against foreign aggression. The Peruvian states will begin with a large amount of radicals, presenting the constant risk of a revolt to break free from Bolivian influence.

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The Peru-Bolivian Confederation, if it forms, presents a serious challenge to the balance of power in the region - and the nations facing off against it know this well.

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Whilst the process of unifying the Peru-Bolivian Confederation is ongoing, AI nations will have greatly increased aggression towards Peru-Bolivia, seeking to forcibly dissolve the Confederation by liberating Bolivia’s puppets. A new journal entry has been made available for player nations with an interest in the region, presenting solutions to this problem. Either the Confederation must be smothered in its cradle, or it must be made amicable.

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If these threats are averted, however, the Peru-Bolivian Confederation shall transition from being a concept that exists on paper to a truly powerful nation - one which is certain to use its population and gold deposits to dominate the Andes and provide a counterweight to Brazil.

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Migration

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The New World of the nineteenth century has enormous potential, but a low population that hampers the exploitation of its resources. Free to all players, Update 1.5 contains a journal entry for all New World nations designed to greatly boost immigration from Europe and allow for fully populating one’s nation.

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In addition to boosting base migration attraction whilst it is active, this journal entry permits a North or South American nation to create migration targets within its territories, drawing European migrants in search of a better life.

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Update 1.5 includes modding support for mass migrations, allowing for the creation of migration targets in script for all of your immigration or emigration encouragement needs.

Culture

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The South American states are young nations, only recently winning their independence from Spain. At game start, many aspects of their national identities are mixed with their neighbours, built primarily from shared regional struggles. These loose regional identities are represented through the existing North Andean, South Andean, and Platinean cultures.

Upon researching Nationalism, however, this will rapidly change.

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Once the first national identity journal entry appears, a South American nation will be set on a race against the development of its own identity. Once the progress bar reaches 100, the shared regional culture will be replaced with a true national culture, locking it out of the pan-national content. Whilst regional formations will still be available, they will be prone to secessions, and the Federation of the Andes will be no longer possible.

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Upon completing this journal entry, the nation will lose its previous regional culture, and gain a new national culture. The new national cultures will begin with homelands solely in a nation’s capital, with the previous culture retaining its homelands, but no longer being a primary culture.

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This is very easy and simple for one-state nations such as Uruguay - but what about larger nations, with a hinterland which is not necessarily clued into the work of the nationalist intellectuals of the capital?

Pictured: If one wishes to become a Buenos Aires-centred Argentine ethnostate and oppress the unenlightened Platineans of the rural provinces, one can certainly do that, but there are other options.
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The “A New National Identity” journal entry permits for the spread of this new national identity across the provinces of one’s nation, bringing the light of culture to areas outside its capital. The “Promote National Identity” button spreads the new national culture outwards from the capital, prioritising states that border the capital to convert.

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As time goes by, a nation is developed, and pops in the newly spawned homelands of its national identity assimilate, the culture will expand further and further, until all of one’s nation has embraced its new national identity.

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1.5 contains one new culture for each existing South American nation - Ecuadorian, Venezuelan, Colombian, Argentine, Chilean, Uruguayan, and Paraguayan. Whilst expansion is very much possible in the early game, doing so in the late game is hazardous - whilst any amount of South Andeans can be converted to Bolivians, one cannot convert a Peruvian.

Amazonas

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For all nations that own Amazon states, the Exploiting the Amazon journal entry has been reworked, with all-new buttons for transforming the Amazon Rainforest into an asset. For Brazil, it contains additional content, granting the ability to claim the state of Acre from Peru-Bolivia and resolving border disputes in Brazil’s favour.

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By creating Rubber Plantations in the Amazon, nations with this journal entry will be able to transform the Amazon Rainforest state trait into something less punishing and more useful for a rapidly industrialising nation.

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Pictured: The state traits granted by advancing through this journal entry.
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Unlocked by having sufficient military power and positive enough relations with its neighbours, the Treaty of Bogotá and Treaty of Ayacucho permit peaceful expansion of Brazil’s territories into the Amazonian states owned by Bolivia and Colombia.

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This is not the limit of Brazil’s expansionist ambitions, however. If a Brazilian player wishes, they may use this journal entry’s buttons to claim the Bolivian state of Acre, opening a new journal entry - the Acre Dispute.

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Pictured: The full extent of the Brazilian Amazon, following the use of every option in this journal entry.
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Achievements

To wrap things up, here are the six more new achievements directly tied to Colossus of the South’s content.

Magnanimous: Playing as Brazil, complete the Magnanimous Monarch JE and preserve the monarchy.
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Federation Day: Form the Federation of the Andes.
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Estado Novo: As Brazil, make Vargas your ruler and complete the New Republic JE.
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Piratini, not Pira-tiny: Starting as Piratini or Grão-Para, have a higher GDP than Brazil
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Republic or Death!: Starting as Paraguay, complete the Expanding Paraguay and Populating the Americas JEs.
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Devil's Railroad: Complete the Exploiting the Amazon JE and build railroads in all Amazonian states
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And that is all. Thank you for reading.






South America plays a fascinating role in the Victorian century, both in its countries' internal development and in how the struggles and conflicts in the region came to impact the world as a whole. It has been very interesting to research and develop narrative content for Colossus of the South, and exciting to see how it affects the experience of playing through these nations' many potential stories. The revised mechanics available in Update 1.5 "Chimarrão" - military improvements, Companies, local prices, Diplomatic Play options, and more - also add a lot to the experience. We hope you will enjoy playing it as much as we do.

For those of you who won't already get it for free with the Grand Edition or Expansion Pass, you're able to wishlist it on Steam already.

We will now get busy putting the final touches on Update 1.5 and compiling the absolutely massive changelog, which you will get access to in the next Development Diary on November 9th. Until then, Victorians!



Hello Victorians!

Community Manager Pelly here. That was a monster of a dev diary, 88 pages in all!

I have something to share about the Expansion Pass, due to technical difficulties, Colossus of the South will not appear in the Expansion Pass Steam store page immediately. It is being worked on to appear as soon as possible. We will keep you updated on this!

Alongside this, when the region pack releases on the 14th of November owners of the expansion pass will need to 're-buy' the pass to gain access to the region pack. This will not cost you anything as in the pass, like the American Buildings pack, Colossus of the South is marked free.
 
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I disagree this is a problem. There was an agreement between Brazil and GB in 1826 to banish slave trade (not slavery itself), reinforced with another law in 1831, as the game will seem to portray now. Neither of these laws were actually enforced in reality - and when I say it, it's not like "oh the trade diminished but continued as an illegal activity, hidden from the authorities". Between 1826 and 1850, more than 800 thousand enslaved people were disembarked in Brazil. It was not hidden at all. The law simply didn't exist in practice. The game having slave trade enacted for Brazil is actually a better solution and closer to how it was in reality than the contrary.

Slave trade in Brazil was actually banned only in 1850, with the passing of another law.
Mm, I may have been unclear. I have no issue with Brazil having this dichotomy. I am entirely in support of representing it! It's a good thing to capture!

The problem I perceive relates more to how it was implemented. The current structure makes it bespoke content for Brazil. If anyone else has any other similar situation for any law, the current solution cannot easily be recycled, as it will require entirely new journals, events, etc. There is no systemic way to model the limits of the law where people just ignore it entirely, and particularly so when this matters for international treaty. If any other country enforces on another the ban slavery or open markets demand - the two main instances of a country enforcing that another change its laws - it is always taken as absolute, there is no case of the conceding party nominally fulfilling their obligations but still not doing so. Even if we suppose that a play should always get what it enforces (since it is being taken by force), it would be good to have a system of influencing other countries' laws and being bound by treaty which would benefit from this being a more structured solution instead of a Brazil-unique bit of content.

That's my only real concern. I am not saying in the slightest that representing that situation in Brazil should not be shown at all.
 
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I disagree this is a problem. There was an agreement between Brazil and GB in 1826 to banish slave trade (not slavery itself), reinforced with another law in 1831, as the game will seem to portray now. Neither of these laws were actually enforced in reality - and when I say it, it's not like "oh the trade diminished but continued as an illegal activity, hidden from the authorities". Between 1826 and 1850, more than 800 thousand enslaved people were disembarked in Brazil. It was not hidden at all. The law simply didn't exist in practice. The game having slave trade enacted for Brazil is actually a better solution and closer to how it was in reality than the contrary.

Slave trade in Brazil was actually banned only in 1850, with the passing of another law.
There’s this town in Pernambuco, whose name translates to “Chicken Harbor” the “chicken” being traded there were “African chicken” (slaves) everyone knew it, everyone kept it business as usual.
 
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As a south american myself I am delighted to see the region get some new content. I want to say though that I think that limiting the formation of the andean federation only to north or south andean countries is a bit limiting. I think platinean countries should be allowed to pursue pannationalism too.
 
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The way this was phrased made me think this was a bulk pack for South America as a whole, and that sounded like a really good balance of things. Content built around regions means there will be an effort to facilitate interaction between countries, Gran Colombia and Brazil and Paraguay Bolivia and Argentina, which somehow goes almost completely unmentioned in this entire diary (despite this century being essentially the apex of Argentinian power).
Chile was barely mentioned. But that's a lot considering the history of Paradox.
First playthrough, I will invade Bolivia and Perù to form the Andean Federation and get that Llama achievement :p

As a south american myself I am delighted to see the region get some new content. I want to say though that I think that limiting the formation of the andean federation only to north or south andean countries is a bit limiting. I think platinean countries should be allowed to pursue pannationalism too.
Argentina can invade Paraguay and Uruguay easily, two provinces, you don't need more :p
 
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Am I right that I see Cristo Redentor as a new monument for Brazil in the video?

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:)
 
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CK3's culture system is a nightmare. It has far too many basic options, and the AI is obsessed with hybridizing, which makes the CPU weight of processing even worse. The only reason it even works is because CK3 doesn't have any kind of pop simulation, each province is basically one person, with a single religion and culture, and no ability to simulate gradients or demographics. Trying to add anything approaching CK3's culture depth into Victoria 3 -- a game that is already slow enough with it's ability to simulate pop jobs, migrations, wages, and social interests -- would torch my CPU and leave it bleeding to death by the side of the road.

I'll admit, I don't really like the way that culture and ethnicity work in Victoria 3, either. Using the aggressive pop compression game rules that make the game playable to the end date has a habit of doing strange and wrong things, like slowly turning South Africa 100% white, or erasing dixie whites entirely if the American South secedes as an Afro-American revolution.

Still though, I understand why its like this, and it has nothing to with reinforcing racist stereotypes. The game is focused on Europe and seeks to simulate the entire planet in pop groups, frankly it has too many different culture groups for what modern CPUs can handle already.
The game already supports multiethnic cultures. It doesn't have any effect on performance. The way it works is that each culture has a list of ethnicities, with a weight to them. Depending on the weight, an ethnicity is randomly chosen when a new pop or character is created of that culture.

The thing is that the game's designers inexplicably decided that all cultures only have a single entry in their ethnicity list. And this for a time period where many multiethnic cultures existed.

Again, adding more ethnicities to a culture's ethnicity list would have no impact on performance.

This is what the ethnicity list looks like for Brazilian culture:

Code:
    ethnicities = {
        1 = south_american
    }

Changing it so that there is equal probability of Brazilian pops/characters being mestizo/mestiço ("south_american") or white (which is accurate for Brazilians as per the 1872 census) is as simple as doing this:
Code:
    ethnicities = {
        1 = south_american
        1 = caucasian
    }

That's all. It is a really, really simple problem to solve. And yes, it can be solved by modding, but we shouldn't need mods to have a non-racist representation of Latin America.

And I'm sorry, but when all of Latin America is depicted as mestizo stereotypes the game is yes reinforcing racist stereotypes. "The game is focused on Europe" is no excuse - this is a post about a DLC focused on South America, what better time to fix this?
 
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Absolutely loved the surprise announcement (as I’m sure you can tell ;))!! That said, here’s a couple things I found:
  • Why does “Unrestricted Slave Trade” provide a malus to slave imports? Shouldn’t it be neutral at worst?
I suppose it's because of the treaty nominally abolishing it, and possibly because Britain is also interfering to enforce it
 
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Every time I see one of these content packs announced and described I become more and more disillusioned about the dev team actually believing in this game being about socio-economic simulation and the domestic and foreign political impacts.

The game is moving more and more towards a mindset of "if in doubt, make a journal entry with a progress bar". I think journal entries and progress bars are boring, deterministic, and mechanically isolated from the actual gameplay systems. I am worried that soon most of the game will be driven by what is being pre-ordained in these journal entries, the scenarios that event developers thought to account for, which journal entries one "owns", and judging from other paradox titles, inconsistencies between old journal entries and changes to the game that happened in later updates that they were not adapted to.

But as Marx once said, history was mainly driven by the conflict of journal entries, so I'm sure it's going to be fine.
 
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Every time I see one of these content packs announced and described I become more and more disillusioned about the dev team actually believing in this game being about socio-economic simulation and the domestic and foreign political impacts.

The game is moving more and more towards a mindset of "if in doubt, make a journal entry with a progress bar". I think journal entries and progress bars are boring, deterministic, and mechanically isolated from the actual gameplay systems. I am worried that soon most of the game will be driven by what is being pre-ordained in these journal entries, the scenarios that event developers thought to account for, which journal entries one "owns", and judging from other paradox titles, inconsistencies between old journal entries and changes to the game that happened in later updates that they were not adapted to.

But as Marx once said, history was mainly driven by the conflict of journal entries, so I'm sure it's going to be fine.

This diary has had the opposite effect on me, as I think it shows devs know now what to do. I, like you, prefer a game driven by mechanics rather than by narrative content, though I think the latest has its role, like this post explained so well:

I don't think it is deterministic as all those things were already in motion by the time the game starts. Ignoring it would just make a sandbox game with a bit of historical flavor. Meanwhile, having them will let you play alternative ends to such scenarios if they are well made.

You can overreach, of course (EU4, IMHO, is going too much in that direction) but I think this DLC, and the differentiation developers are making now between immersion and content packs, is fine. The content introduced to us in this diary doesn't "railroad" Brazil like mission trees are doing in EU4 but contextualizes it (and, in a lesser extent, the region). I wouldn't mind seeing more of this in other regions.

It's a completely different issue what an "immersion pack" should be: a DLC mainly built over free "medium" mechanics, making them more complex or adding to them regional flavour, not just plain content. That's what made Voice of the People fail so much: it was basically narrative content (worse designed than this one, btw), with more cosmetics... and a marginal mechanic, not related at all to the "French experience" indeed (some additional interaction with characters). The free mechanic shouldn't have been agitators but monarchy successions and coups (that have been represented as more or less complex events), to which the DLC could have added more options, French related content, etc.

On the other hand, expansions should be exactly that: a expansion of the game by means of a rework of an important mechanic, the addition of new features, etc., like Sphere of Influence will allegedly do with diplomacy.
 
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View attachment 1034065
[/CENTER


The starting situation of Peru-Bolivia has been reworked in Update 1.5, to include the governments established in the wake of the Salaverry-Santa Cruz war of 1835-36. Where a unified Peru once stood, there is now North Peru, South Peru, and Iquicha, states subordinated to the Supreme Protector of Bolivia, Andrés de Santa Cruz.


At game start, the states of the Peru-Bolivian Confederation are working to establish a stable government with a functional constitution, whilst facing pressure from their neighbours. The Peru-Bolivia journal entry has been reworked, now requiring the maintenance of a legitimate government and the management of more component states against foreign aggression. The Peruvian states will begin with a large amount of radicals, presenting the constant risk of a revolt to break free from Bolivian influence.



This new configuration for Peru-Bolivia could also be used for Austria-Hungary to better represent their situation until there is a specific solution for them, couldn’t it? I think this would be worth a try from the devs.​
 
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With all the Brazilian slave trade and culture stuff, I really really hope you introduce some way for assimilation of African pops into African minority cultures. It always struck me as weird how there are cultures like Afro American or Afro Brazilian, but all pops from Africa always retain their original culture, or later assimilate into a primary one once accepted.
 
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This diary has had the opposite effect on me, as I think it shows devs know now what to do. I, like you, prefer a game driven by mechanics rather than by narrative content, though I think the latest has its role, like this post explained so well:
Fair enough - it is definitely worthwhile to have a better representation of starting conditions in this game, as many nations currently feel quite samey.

Nevertheless I dislike the approach - "push progress bar and then thing happens" is not very engaging gameplay and it is in stark contrast to the dynamic and systemic nature of the fundamental mechanics that are supposed to represent the heart of the game. Simply cross reference "the vision" from the original dev diaries and how "journal entry mechanics" are essentially an abandonment of them.

I am also worried because of the incentive structure. Paradox's business model makes it hard to sell a product that is "we improved the fundamental mechanical systems underlying our game". It makes it easy to sell expansion packs that are "here is a new mechanic that is grafted onto the existing game" or immersion/content packs that are "here are art assets and journal entries added to the game". Especially with the latter you can do the relatively cheap labour of programming event chains (sorry, we're not allowed to say events are we. I mean journal entries.) compared to the more complex task of adding/changing systems.

I don't want to elevate expansion packs in this context either, as a new mechanic also has the potential to be isolated from the core game systems. But I think the risk with scripted content, which journal-entries-formerly-known-as-events inherently are, is much greater.
 
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Fair enough - it is definitely worthwhile to have a better representation of starting conditions in this game, as many nations currently feel quite samey.

Nevertheless I dislike the approach - "push progress bar and then thing happens" is not very engaging gameplay and it is in stark contrast to the dynamic and systemic nature of the fundamental mechanics that are supposed to represent the heart of the game. Simply cross reference "the vision" from the original dev diaries and how "journal entry mechanics" are essentially an abandonment of them.

I am also worried because of the incentive structure. Paradox's business model makes it hard to sell a product that is "we improved the fundamental mechanical systems underlying our game". It makes it easy to sell expansion packs that are "here is a new mechanic that is grafted onto the existing game" or immersion/content packs that are "here are art assets and journal entries added to the game". Especially with the latter you can do the relatively cheap labour of programming event chains (sorry, we're not allowed to say events are we. I mean journal entries.) compared to the more complex task of adding/changing systems.

I don't want to elevate expansion packs in this context either, as a new mechanic also has the potential to be isolated from the core game systems. But I think the risk with scripted content, which journal-entries-formerly-known-as-events inherently are, is much greater.

I agree with you. Well designed events (old-school paradoxer here XD) are fine but they can't be the main source of flavour, in no way a substitute for mechanics.

I wasn't a fan of Journal Entries but, to be honest, in order to represent "pre-existing conditions", or situational phenomenons, I prefer this system rather than HoI4's "mini-games" (Stalin's Paranoia, US Congress, Spanish pre-Civil War decisions... Balance of Power may be the exception), which I find clunky and tedious.

The risk you say (scripting more and more journal entries instead of developing mechanics to give us sort of a "narrative emergent" gameplay) exists, of course (it's what I would call "EU4's mission trees syndrome": encapsullating the whole gameplay of a country in a mission tree), so I think we should praise PDS when things are done well (6 out of the 8 entries in Colossus of the South seem a proper use of them, IMO), and criticize them when not (like succession in monarchies and coups d'état, absolutely mis-represented in Voice of the People: they are mechanics, not events).

Analysing some of the patterns of the "journal entries" that I've found properly used to represent what it is going on in the early game (but not if they're railroaded to mid and late game) we can see some "narrativewise" mechanics (I mean, not oriented exclusively to improve the simulation). To name a few...

1) From "Magnanimous Monarch", "The New Republic"and "Coffe & Milk": making Interest Group (IG) ideologies more dynamic (and context-driven), changing the relationship between POPs and IGs, struggle inside a IG, interaction between government actions (not just "laws") and IGs, etc.

2) From "The Paraguayan War", "Pan-Nationalism" and "Nation Building": build-up of tension in a region, centralization (aka state-building), cultural integration (aka nation-building)...

Maybe one, or some, of those features could be developed one day. Maybe not. But, as I said in the beginning, I agree with you that the future of a game like Victoria 3 relies on the strength of its mechanics and their interaction to give us players an emergent experience, not in developing exclusively scripted content. And I think the developers would agree with that, too. But narrative content has its role to provide us with context (I don't want Vic3 to be an asymmetrical 4X), and maybe to inspire new mechanics to catch what there's behind them.
 
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Regarding Journal Entries.
I feel very bad about the quest branches in Imperator and EU4, and cautious about Journal Entries.
It all makes the game play the way the game wants it to play, not the way I want it to play. If it says in the journal that if I go up and to the right and I get something, then I will never go down and to the left in 99% of games. Because it's logical, it's profitable, it's strategic.

So there should be a balance in general, and a counterbalance to quests/journal entries - so that in 50% of cases, depending on other mechanics and what's going on in the game, taking one or another quest/journal entrie is not the best choice.
(Even if there are a lot of these entries, it doesn't mean there is a choice, I still want to go in through the circle on the right side then turn 22° left to then 95° right).

 
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I really like the content of the DLC. While many players don't like this "mission tree like" content, I actually enjoy it. There are some things that are so specific, that the game could never be complex enough to let those events happen "naturally" be only using the generic game mechanics.

And while I can enjoy playing sandbox games with only self-set goals to some extend, having fixed goals by the game (mission trees, journal entries, achievements etc.) is definitely pushing my motivation to achieve certain things.

I will buy this DLC for sure.
 
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