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Victoria 3 - Dev Diary #6 - Interest Groups

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Hello once again and welcome back to yet another Victoria 3 dev diary. Where previous dev diaries have been focusing on the economy, we’re now going to switch gears to another core pillar of the Victoria series - internal politics! More specifically, we’re going to be talking about Interest Groups, which form the nucleus of Victoria 3’s political gameplay.

What then, are Interest Groups? Fundamentally, an Interest Group is a collection of pops that espouse certain political views and want to change the country to be more in line with those views. Interest Groups are drawn from a number of different templates, but will vary in their exact views from country to country, based on factors such as the local religion, which social movements have appeared in the country or the personal views of their leader.

The Landowners is an Interest Group dominated by the Aristocracy and tends to be firmly in the conservative side of politics
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As mentioned, Interest Groups are fundamentally made up of Pops - all individuals in all Pops are either members of an Interest Group or Politically Inactive, with the ratio in each based on factors such as Profession, Wealth, Literacy etc. Individuals inside Pops contribute Political Strength to their Interest Group of choice, with the amount they contribute again dependent on multiple factors, the main ones being their material Wealth and the status (and/or votes!) they are offered under the nation’s power structure.

For example, a single wealthy Aristocrat in an Oligarchy will provide hundreds or even thousands times the political strength of a poor laborer. The total Political Strength of all Pops in an Interest Group is what gives it its level of Clout - the amount of political weight it can assert on the country and the government. It’s important to note though that Pops are not unified in which Interest Groups they support - individuals within Pops are the ones who decide their Interest Group, and a single Pop can potentially have individuals supporting every Interest Group in the game (in different numbers).

Some Pops have no political strength at all, usually due to being disenfranchised under the nation’s laws (such as people of a religion or culture that is discriminated against, or women in countries that haven’t instituted women’s suffrage). These Pops are ‘outside the system’ so to speak, unable to demand reform through the regular political system of Interest Groups, and instead having to rely on other methods to put pressure on the government, but we won’t focus on those today.

Individual members of a Pop can support different Interest Groups - or stay out of politics altogether!
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As mentioned above, Interest Groups have a number of ideologies which determine their views on which laws the country should or should not enact. Different Interest Groups will have different ideologies (the Landowners are significantly more conservative than the Trade Unions, for example - shocking, I know!) but these are not entirely set in stone - they can change over the course of the game and will also vary based on the current leader of the Interest Group, who comes with his or her own personal ideology and view of the world. Additionally, some Interest Groups in certain countries have unique ideologies colored by their religion and culture, such as the Confucian Scholars Interest Group in Qing China who (unsurprisingly) espouse a Confucian ideology.

Interest Groups will generally favor laws that benefit them in some way
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I mentioned previously that Interest Groups have a level of Clout based on the total Political Strength of their constituent Pops. Clout is calculated by comparing their Political Strength to that of the other Interest Groups in the country - if all the Interest Groups in Belgium put together have 100k Political Strength and the Landowners have 30k, they correspondingly get 30% of the Clout in Belgium. The Interest Group’s Clout will determine their classification - Powerful, Influential or Marginalized.

Interest Groups also have a level of Approval, which is based on factors such as how much they approve of the country’s laws, whether they are in government or in opposition, and how many of their individual members are Loyalists or Radicals (more on those in a later dev diary). There are numerous other factors that can affect Approval as well, such as how you react to certain events or decisions that you take.

Together, the classification and Approval of an Interest Group determines which Traits are active for an Interest Group at any given time, and how impactful they are. There are different traits, positive and negative, with positive traits being activated when an Interest Group is happy and negative ones when they are… not so happy. If an Interest Group is Powerful, the effects of any traits they have active (good or bad) are stronger, while an Interest Group that is Marginalized cannot activate traits at all, as they are too weak to exert an effect on the whole country.

Traits are, of course, not the only way that Interest Groups can affect a country, and it’s even possible for one (or several!) angry Interest Groups to start a civil war, potentially bringing in foreign countries to support them.

Keep the aristocracy happy, and they’ll be more willing to reinvest their ‘hard-earned’ money into the country
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Now, something that’s been a hotly debated topic in the community in regards to Interest Groups is Political Parties and whether they will be a part of Victoria 3 so I want to briefly touch on this. What I can tell you for now is that we are currently looking into a solution where parties can form in certain countries as constellations of Interest Groups holding a shared political platform. This is something that’s by no means fully nailed down at this point though, so don’t take this as a 100% firm commitment to how they would function. What I can tell you for sure is that we will come back to this particular topic later!

That’s all for today, though we’ll certainly be coming back to the subject of Interest Groups and looking at the different types you will encounter in later dev diaries. With July and summer vacations coming up, we’re going to take a short break from Development Diaries, but we’ll be back on July 22nd as Mikael returns to continue talking about politics in Victoria 3, on the subject of Laws.
 
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I really like what I have just read
And it also confirms that ideological groups are enough, no need for political groups. Ideological groups already play this role, but they go even further (a better one!)
Of course there may be a way to go further politically (and we haven't seen all the dev diaries yet, we don't know what the team has in store for us yet!) but we already have political groups in themselves via these ideological groups
 
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I definitely like everything shown here, and it eases some of my earlier concerns regarding the Interest Group system. I'm also very glad that the team is genuinely looking at the implementation of political parties into the game: they're an incredibly important institution for many nations during this time period (the United States, the nations of Western and Central Europe), and I truly hope they're able to be added into the game in a substantial and important way.
 
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I can see the resemblance to Stellaris' Faction system, though definitely looks to have far more of a meaningful impact than Factions in Stellaris.

The leader of an IG having traits and ideologies brings up an interesting question; are there going to be other types of Leaders with their own traits and ideologies, like country leaders, generals, admirals, etc?
 
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Interesting... will we be able to assasinate or change an interest group's leader to furher our means, whether to make a certain law passable more easily or to have a loyalist leader?
 
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Well I'm really liking what I'm seeing regarding Interest Groups and very excited that is seems very likely political parties will be included in the game even if it hasn't been determined how they will work.

One question I have is about the symbols for Ideologies. Are the red ones core Ideologies of the Interest Group while that blue one we see in the Landowner picture is an Ideology the Interest Group has because of its leader?
 
Love the suffragettes march header in todays DD.

Wondering what the Landowners "monocle" trait is for :D

Wish we knew more about how ideologies will influence IGs throughout the game, alas that will have to wait.
Now, something that’s been a hotly debated topic in the community in regards to Interest Groups is Political Parties and whether they will be a part of Victoria 3 so I want to briefly touch on this. What I can tell you for now is that we are currently looking into a solution where parties can form in certain countries as constellations of Interest Groups holding a shared political platform. This is something that’s by no means fully nailed down at this point though, so don’t take this as a 100% firm commitment to how they would function. What I can tell you for sure is that we will come back to this particular topic later!
If it works well this sounds like a very elegant solution! Thank you for taking our feedback into consideration.
 
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I'm highly interested in these groupings: Stripping away all of the flavor, just what are all of the interest groups that everyone gets? Could we get a list of them, by any chance?
 
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"Confucian" as ideology? Considering how often it's been put down as a religion, that's an interesting development. Or is this just broadening the "ideology" to what is commonly also considered religion? Like, would russian church have "orthodox christianity" as their "ideology"? And this also implies that there's more granularity to ideology than V2's application of reactionary-conservative-liberal-socialist-communist to pretty much everything, which is kinda nice.
 
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Nice one. Regarding the Religious Interest group will there be only one according to the State Religion or will there also be more for some minority religions? For example, does Great Britain have the Church of England for Anglican pops and the Catholic Church for Catholics?
 
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Traits are, of course, not the only way that Interest Groups can affect a country, and it’s even possible for one (or several!) angry Interest Groups to start a civil war, potentially bringing in foreign countries to support them.

Does this mean we can see multiple factions warring against each other, ala the Spanish Civil War, or will IGs band together against the government... or both?

Now, something that’s been a hotly debated topic in the community in regards to Interest Groups is Political Parties and whether they will be a part of Victoria 3 so I want to briefly touch on this. What I can tell you for now is that we are currently looking into a solution where parties can form in certain countries as constellations of Interest Groups holding a shared political platform. This is something that’s by no means fully nailed down at this point though, so don’t take this as a 100% firm commitment to how they would function. What I can tell you for sure is that we will come back to this particular topic later!

Glad to see you're considering it. I'm hoping you can come up with a way to make it work.

Looking forward to the end of July for the next DD; have a nice summer break!
 
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Can a new interest group emerge dynamically in a certain country based on culture?

Thinking mainly about immigration in the Americas. Should they join local interest groups ou form their own and brand new IGs?
 
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Traits are, of course, not the only way that Interest Groups can affect a country, and it’s even possible for one (or several!) angry Interest Groups to start a civil war, potentially bringing in foreign countries to support them.

So theoretically speaking, I could play as the Soviet Union, and join a civil war on a neighboring country started by its trade unions? Sounds dope.

The "Pious" ideology sounds pretty nasty, if you want to move away from religious schools. I imagine that, for powerful interest groups, it's a very bad idea to immediately enact policies that they hate, so you'd want to move to an intermediate position while you weaken their power - but the intermediate position of Pious is No schools, and switching to that is probably never a good idea.
 
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I like the idea of political parties mentioned at the end: historically speaking, political parties were by no means concrete things. They were more like formal coalitions of different interest groups. I think this historical nuance would be incredibly interesting in a video game. For example, what would've happened if the Republican party split in two, with a reactionary conservative and a moderate conservative? What if the Democratic party had a strong socialist section that eventually split into a whole new Communist party?

I think such a system would go a long way to help make Victoria III's games more memorable and unique.
 
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