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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.
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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.
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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!
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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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I'm concerned with seeing global capacity for administration. Will we see localized effects that hinder administration? For example, how to administrate in the chinese interior. Is that mostly handled by infrastructure? does resistance come into play? Will we see localities resist/not apply laws?
 
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A bit not on topic, but the money(?) being presented as capacity(?) seems intriguing. Does it mean money will work the same way, and countries won't be able to accumulate it?

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Oh gosh no. The money is shown in the top bar next to the Capacities but works like you'd expect a treasury to work. The bar being red means you're halfway towards your credit limit, the positive balance means you're slowly paying your loans off.

The fact that they're rendered exactly the same right now is admittedly confusing and will definitely be fixed!
 
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I reckon that road maintenance is province specific edict mentioned earlier, that's why it uses authority. At least I hope I am right.

As for buildings, I hope what they meant buildings influence bureaucracy indirectly by making a workplace for bureaucrat pops. If what Bureaucracy Capacity means is "possibility of a nation to govern territory", then pops certainly should be it's first source, not underestimating the effect infrastructure should have.

I'm just too hyped for this game to let it borrow from Total War economic mechanic - build a building and get a buff.
 
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I must say this looks slightly worrying. I'm not against the capacities themselves, it seems a good idea. But the way they seem to generate/be spent feels way to arcade'y. +200 because a building exists, -200 because roads are being built. Oops.

I'd prefer to see:
- Number of bureaucrat pops influences the b. capacity.
- The number of Radical bureaucrat pops decrease b. capacity.
- The happiness of political groups and/or parties increase/decrease authority.
- Number of soldier/officer pops increase/decrease authority.
- Number of Radicals in soldier/officer pops decrease authority.
etc.

I want those "+200 from X building" to be "+122.2 from bureaucrat pops" instead.

Which is what Wiz just said: A building without workforce will not provide any capacity. The capacity comes from its workforce, so from the concerned POPs.
 
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At this point, i do think it's worth remembering that this is a game we're talking about, and therefore we must expect that it has certain routinized functions of the sort described in the DD. Therefore we shouldn't be surprised or disappointed by their presence. For me, the key question comes down to how they are implemented in the game. Even buildings, used judiciously -- dear Lord, please make it so! -- could be part of the equation, as long as we don't have to wait for 10 dlcs before a truly immmersive level of national spcificity is finally in place.
 
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Authority for road and other infrastructure maintenance makes sense, since it models things like eminent domain for construction, standardization of gauge, signal laws, and other quality control regulations, or traffic policing.
 
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I'm excited to see that money is probably a capacity not a cumulative resource but I guess a lot of people would be unhappy to this change.
 
Paradox: from now on every game’s economy will be just “click to buy a building”. Even Vicky 3! Are you excited?

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It’s clearly not just building a building, man. As Wiz said, you need bureaucrat pops to work the buildings, which requires literacy, goods, and wealth to promote pops up to that level.

Also, you’ll need whatever resource bureaucrats consume in the building. Probably paper, I’d guess, which would explain why China had a paper shortage in those screenshots that got released.
 
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Interesting system. The Bureaucracy and Influence systems are clear improvements over past games (under the old influence system you basically had no impact unless you were a Great Power, the old administrative efficiency system basically just boiled down to fiddling with the budget slider and hoping it worked). The Authority system I'll have to wait and see on, since it does seem as of now like there's no real downside to playing as a hyper-authoritarian country to get more direct control.
Also predicting many arguments over the coming months over whether or not this technically constitutes mana.
 
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We're going to delve more into buildings next week, but you can think of building a Government Administration as essentially creating the offices, logistics etc for your bureaucrats - without it they can't do their jobs, but you still need qualified, literate pops to take those jobs and without them it's just an empty complex doing nothing. All buildings work like this in Victoria 3, including ports and railroads (which did not need pops to function in V2). You even need to employ pops to construct things for you in V3.
 
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Two questions about Adminstrative costs

1 are costs lower for colonial states if not the UK at the start of the game would heave to have an insane amount of bureaucratic buildings for India (or build them if its a puppet at start)

2 will certain things lower the Bureaucratic cost of states for instance Germany should be easier to administrate then Austria because one is well mostly German the other are many nationalities many of wish seek to break free

Oh and 3 is there a soft cap on administration capacity is there a breaking point where the nation is simply too large.
 
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Come on guys... If this is mana, when diplomatic slots or AE from EU and I:R are mana too. Influence and Bureaucracy are the same things, but more complex.

I'd say this capacities only "looks like mana" and it is matter of UI to change this perception.
 
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I'm curious, road maintenance reduces authority? Is this, for example, to prevent an industrialized Russian empire from making moves easily against her neighbors/rivals? If not, it just feels a bit weird to me that road maintenance reduces authority, unless its done by some edict for a limited amount of time before it becomes cash. After all, authority in the modern world isn't reduced by roads, and roads are usually maintenance for cash instead of the head of the government's power.

I'm glad that we're getting personal unions in VIC3, since that means we'll also probably see a future EU4 to VIC3 converter incorporate that mechanic hopefully. It does make me wonder about how personal unions work as compared to regular puppet/satellite states, though, or if you can annex/integrate them.
I think it has to do with the fact that more educated people and those who can communicate with their fellow citizens are less likely to bend over backwards for the king. In Russia for example, when the tsar did something bad, I’d word didn’t travel to the provinces quickly or at all, he could maintain a more firm grip on his “divine rule” claim for legitimacy. Alternatively, looking at America’s last president, you can see how the opposite may occur. I think it’s a good abstraction of this principle.
 
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