• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Victoria 3 - Dev Diary #109 - Power Blocs

16_9.png


Hello and welcome to another Victoria 3 Dev Diary!
I’m Lino, a Game Design Lead on the project and today I will take you through one of the big features of the Sphere of Influence expansion: Power Blocs.

As Martin wrote last week, Power Blocs are multinational associations that are led by a Great or Major Power. They can take many different shapes, some of which I will showcase today. With your skills playing Victoria 3 (or rather: your skills picking Great Britain), you too should be able to lead one in no time, I’m sure!

Display of the most powerful members of a Power Bloc under Great Britain’s rule
DD109_01.png

But let’s get into the details, starting with some general aspects.

General​

With Power Blocs, we are providing new and different opportunities for you to take control of one of these powerful empires, to assemble and customize your own Bloc, shape its effects on members to your liking and guide its expansion and struggle with other Power Blocs for domination over the region.

A country can only be part of one Power Bloc at the same time. That does not mean that a country is locked into a Power Bloc forever though. There are ways for them to leave and join another Bloc, if the conditions align or even for a Power Bloc to be completely dismantled.

Great Powers will generally have an easier time leading a Power Bloc than Major Powers, due to their higher budget of Influence which is part of the upkeep cost for Power Blocs.
Additionally there is a Cohesion penalty being applied to Major Powers leading a Power Bloc to reflect that they don’t quite have the authority or respect of others.
This fact and some other things we’ll get into later, should make the fight for the top of the Prestige leaderboards more rewarding and fun.

There will be some Power Blocs established at game start already, e.g. the Zollverein and the British Empire. You can start playing as Great Britain and you will already have a Power Bloc ready to go if you desire to do so.
But also playing as a regular member of any Power Bloc will feel different than being outside of them. While there are good reasons why you may not want to join any Power Bloc, there is also potential for powerful effects and cooperation with other members of the same Bloc.

Some of the Power Blocs at game start
DD109_02.png

I hear you have managed to cut off Austria’s leash and were able to unite Italy. Very impressive. Now you are ready to create your own new Power Bloc. Let’s look at that process, which starts with the customization.

Customization​

When you form your Power Bloc, you can customize a few aesthetic things to make it look as pretty or crazy or as historic as possible - whatever floats your boat!
It starts with a name of course, I see you have called it “Venetian League”? Excellent choice.
It continues with the emblem. We’ve added a number of options for you to choose from to decorate your crest. For the color selection we have added support for a traditional color picker so that you have the full freedom to express yourself, be it pink, green or Prussian yellow blue.
You can also see that there is a selection for a Map pattern. This pattern will be displayed in the map modes that deal with Power Blocs and its color will be the same as your chosen primary color as you may have seen from the historic Power Blocs screenshot.

WIP Mockup of the Customization window for your emblem
DD109_03.png

In the next tab you can find the Statue customization window. Here you can shape the looks of the fantastic monuments which countries of your Power Bloc can build.
There’s a variety of pedestals, statues and accessories to choose from to demonstrate your Power Bloc’s might to the world.
Countries in a Power Bloc will be able to build them and profit from their effects, which can be something like Influence, Authority or similar effects, based on how you want to shape your Power Bloc. Of course the Game Rule for Monument effects will be expanded to include Statues if you desire to disable their effects, and build them just for their looks.

WIP Mockup for the customization window
DD109_04.png


One of the many majestic statues on the map
DD109_05.png

Another addition that will bring Power Blocs more into the 3D world is a set of new vehicles, depending on the style of your Bloc.
You will also find that parts of the clothing of country leaders in the Power Bloc will change. So for example you may see sabres, medals or sashes being worn by them.
Which accessories are going to be worn and which vehicle will drive on your roads are based on what Central Identity Pillar you pick for your Power Bloc. We will share more information on these assets in one of our upcoming Dev Diaries, dedicated to cosmetics - stay tuned!

This fancy cape could be worn by your country leader too
DD109_06.jpg


When you want to get from A to B while showing off
DD109_07.png

Speaking of Central Identity Pillars, let’s have a look at them to see what might interest you for the Venetian League.

Central Identity Pillar​

Power Blocs revolve around a central set of values. These can range from bringing as many subjects as possible into their “glorious” empire (looking at you Great Britain and Russia), to a Bloc whose leader is interested in spreading their own religion throughout the world.

Identity Pillars change a few aspects of your Power Bloc:
  • They provide a special ability to Power Bloc leaders, e.g. the Trade League Identity making everybody part of a customs union under the leader, or the Sovereign Empire letting the leader turn a member into a subject of theirs under certain conditions
  • They define some “rules” for your Bloc, e.g. how Cohesion is gained (which we’ll talk about later)
  • They can unlock groups of Principles which is what I’ll talk about next
  • They define the rate at which you get Principle Mandates, which allows you to enact these Principles

WIP Selection of Identities
DD109_08.png

When forming a Power Bloc, you will have to pick one of these Identities before moving on to the next step. Trade League it is? Great choice.

Principles​

Next up, you will have to choose your starting Principle. While Identities provide a central idea and a sort of rule set for your Power Bloc, Principles can provide more practical expressions of that.
Principles come in groups of three levels, generally providing different effects per level to all members of your Bloc. Some are beneficial for everybody, while others are particularly favoring you, their great leader.
The effects from Principles of higher tiers are always added to the lower ones. So if you have the tier 3 Principle of Defensive Cooperation unlocked, you also get the effects of tier 1 and 2.

WIP Selection screen, on release there are going to be more Principles to choose from
DD109_09.png


A WIP example of the three levels of the Defensive Cooperation Principle Group
DD109_10.png


DD109_11.png


DD109_12.png

Identities have one or more Primary Principle Groups which indicate a deeper connection to the Identity than most of the other Principle Groups.
You will be required to choose one of the Primary ones to form the Venetian League. Every additional Principle you pick at a later stage will grant a bonus to your Power Bloc’s Cohesion, which can be impactful. You can exchange it later on if you’d like, but you may have a very hard time doing so.

By having countries remain in your Bloc, you will unlock the potential to upgrade existing Principles or pick new ones with entirely different effects.
Each member of your Power Bloc contributes a number of points towards a Principle Mandate. The higher their rank, the higher their contribution.

DD109_13.png

Each Mandate allows you to either pick a new Tier 1 Principle if you have an open slot, upgrade one of your established Principles by one Tier, or switch a Principle of any Tier to a different Tier 1 Principle.

Principles Overview section
DD109_14.png

With the fancy customized look, the Central Identity Pillar and the first Principle picked, it is finally time to form the Venetian League.
Now all that’s left to do is send invitations. If at least one other country accepts, your very own Power Bloc is officially formed. Congratulations!

But how do you get other countries like the minors in the Austrian Bloc to join your Bloc and ensure they’re staying there so that you get more Principle Mandates?

Leverage​

That’s what Leverage is for. Raising your Leverage to overtake Austria might be a challenge, but it might also be worth it since you’re weakening their Bloc at the same time as strengthening your own.

There’s a couple of factors that contribute to Power Blocs building up Leverage on a country, such as:
  • At least one of the Power Bloc's members having an active interest in the country (a hard requirement for gaining Leverage)
  • Positive relations and certain other pacts like Alliance or Trade Agreement
  • Siding with target in Diplomatic Plays
  • Lobbies for or against your country
  • Economic dependence (which we’ll cover in more detail in a future Dev Diary, but which includes e.g. trade routes between the countries)

By default, Leverage will trend towards 0. So that means if you want to keep the Leverage you have on a country, say Switzerland, active or even increase it, you will need to engage with them in some form or another.

Keep in mind that conducting Diplomacy is harder for you, now that you’re part of a Power Bloc. Countries in other Power Blocs will feel intimidated and are less likely to agree to your proposals.
That would have been a good reason for you to stay neutral. Oh well, too late now!

There’s actually two values for Leverage. One that continuously builds up over time if you meet the requirements and another one, which is called Active Leverage that is the result of your own Leverage minus the next highest Bloc’s Leverage.
So for example, if you have built up 100 Leverage in Switzerland and the pesky Austrian Bloc has 80 Leverage on them, your active Leverage is only 20.

WIP Animation for Leverage map mode
DD109_15.gif

If you manage to get enough active Leverage, you can invite Switzerland to your Bloc. The active Leverage your Bloc has on them determines their likelihood of joining your Bloc if you ask them nicely. Their good friends came gladly after all.
But what if they decline? Well, you can always apply a slightly firmer grip if they need it and threaten war with them to force them into your Bloc. This will cause an amount of Infamy though, depending on how much Active Leverage you have on them.

Even after integrating Switzerland into your Bloc, Leverage needs to be kept up. Otherwise it opens the door to another Power Bloc doing the same as you have done and convincing them to leave your Bloc and join theirs instead.

It looks like you have learned how to get more countries into your Bloc. It is prospering and growing it seems. But I feel you may have forgotten about something you had better keep in mind.

Cohesion​

Cohesion is the measurement of how well the countries in your Power Bloc fit together. More than anything else it looks at the Identity to determine the target value which it will then trend towards.

There are some other things in the game that can generate or drain Cohesion though, e.g Principles providing a benefit or reducing it, actions that leaders or members can take, events etc.

Similarly to Legitimacy, the Cohesion value will be in one of five brackets, each having different effects on your Power Bloc. They are mostly around the gain of Leverage on members of your Bloc, but can even halt the progress of Principle Mandate generation.

WIP display of the Cohesion bar
DD109_16.png

Now the main problem that you are facing, is that Leverage gain on members in your own Bloc is affected by Cohesion which makes it harder to keep them around.

Most countries that you add to your Bloc will also reduce your Cohesion. The more countries you have, the higher the speed of unlocking the next Principle Mandate, but the more difficult it will also be to keep control over your member countries, potentially leading to them being pulled into a competing Power Bloc.

Kicking a less powerful member out might be worth it in order to restore balance. Similarly helpful could be picking a more generous Principle as your next one.

When you have found a way to stabilize your Bloc to comfortable levels, you should look for the next potential target to acquire.
Finding the balance between how many countries you can support to keep under your reign and where you invest your diplomatic resources is going to be key if you are leading a Power Bloc.
Maybe you should stick to Bavaria and Denmark as your next targets, on the other hand the contributions of a Great Power like France would bring might be worth it…

Power Struggle​

So you managed to get France to join your Venetian League? Congratulations!
I’d like to point your attention towards France’s Prestige. Since it is more than 20% higher than yours, they have automatically initiated a Power Struggle. If they succeed in keeping that score up for a full year, they will assume leadership of the Venetian League, demoting you to a regular member. France might even want to rename your Power Bloc afterwards. Mon Dieu!

Let’s hope Power Blocs find a better end under your leadership once Sphere of Influence releases in May.

When that happens, note that there is going to be a core version of Power Blocs that is going to launch with the free update for all players, even if you didn’t purchase Sphere of Influence.
The free version allows you to pick the Trade League Identity, making it possible to recreate shared markets, whose functionality we’ve moved from a diplomatic pact into the Power Bloc feature. It also replicates the Sphering mechanics from Victoria 2 in a more natural way than subjugation or negotiating for Customs Union pacts, though of course Power Blocs take this even further with more mechanics and depth.
Part of the expansion for Power Blocs is all customization and the vast majority of advanced mechanics and effects like the other Central Identity Pillars, Principles and Statues.

That’s it for today. Next week, I’m going to tell you more about the changes to Building Ownership and what that enables you to do - Foreign Investment!

Overview for all upcoming Dev Diaries:
Date Topic
28th MarchForeign Investment & Building Ownership
4th AprilSubject Interactions
11th AprilLobbies and More on Power Blocs
18th AprilThe Great Game
25th AprilThe Art of Sphere of Influence
2nd MayChangelog 1.7
 
  • 136Like
  • 73Love
  • 26
  • 18
  • 4
Reactions:
Thank you, very interesting dev diary and can't wait to see power blocs in action with the release of SoF. A few quick questions:

- Do statues require working employees to get their benefits?
Not as of right now. Would be easy to change. I'll investigate if it's something we'd like to do.
- If you leave a power bloc after building a statue, what happens with the statue?
It will be removed (torn down).
- One you have created a power block and chosen an identity, can this identity be changed in the future?
No, for now we're not allowing Identity changes. We have talked about making this possible for when you have a leader change for example, but it does come with all kinds of consequences that would be tricky to solve. Maybe in the future, probably not.
- Are all principles available to all identities?
No, some Principle groups and/or individual Principles are going to be locked for some Identities.
- Do members of a bloc other than the leader have ways to increase the cohesion of a bloc, and if so, is the AI more likely to do that if they have good relations with the leader?
Depending on the Identity, there are ways, e.g. getting your laws closer to the leader. Potentially making this more likely based on relations sounds like a good idea. I'm taking a note for it.
 
  • 25Like
  • 7
  • 1
Reactions:
How will the AI name power blocks that didn‘t exist in 1836? Will there be historical presets or randomized, ahistorical names?
There's a list of pre-defined ahistorical names, based on certain conditions, e.g. which coutry is forming the Bloc. which Identity are they picking etc.
 
  • 21
  • 6Like
Reactions:
I'm also disappointed that we can't be part of the Commonwealth and the Entente at the same time, though somehow, I feel underwhelmed by the mechanic, and learning it will replace custom unions make me uneasy. It seems to be a very expansive mechanic for something that was once very unassuming, but powerful.

I hope the bonuses won't be too much about having more modifiers (I see the technological path as a bit threatening in that regard).

I'll see how I like it in practice, but I'm far more interested by foreign investments than by this.
 
  • 14
  • 3
  • 2Like
Reactions:
Does liberating a country build up a certain amount of Leverage in them? I want to be able to say break the Ottoman's hold on the Balkans by liberating Bulgaria and then be able to use that action to help push it into my Power Bloc so I can exert greater influence over them.
Yes, that's what we intend to do. Generally, being on the same side in a Diplomatic Play should grant Leverage, and so should Liberating.
 
  • 30Like
  • 7
  • 6Love
Reactions:
But why? I feel like there are many cases where countries were part of many power blocks at the same time. Couldn't it just be limited to 1 power block per central identity pillar? Like at the start There could be the zollverein as a trade league, the German confederation as political union, the Austrian block as a sovereign empire and the holy alliance as a military cooperation.

Possibly due to cascading issues that being in multiple blocs can create that will result in a lot more hotfixes needed to make it playable (I'm already expecting several hot fixes as is because that's the way we roll).

Honestly, one of the things that could help in satisfying people might be allowing formal alliances between Power Blocs? It will lack the flair of having it as a Power Bloc itself but what if the Multilateral Alliances technology is changed to permit the meta option of alliances between Power Blocs that is unavailable without it? In the WW1 example, Russia joins on Serbia's side and since the Russian Power Bloc has a Defensive Pact with the British and French ones, it can automatically pull in those two Power Blocs as well into the fight. It might help alleviate some of the community issues with the lack of multiple Power Bloc participation without compromising the stability of the system (to as much of a degree as multi-participation would).

Of course that'd require a rebalancing of numbers to account for cascading Power Blocs which might be tricky or impossible at the moment.
 
  • 17Like
  • 1
  • 1
Reactions:
Ok, that was a bit disappointing. A lot of people have already pointed out not being able to be a member of multiple power blocks at once, but I also want to mention that in the DLC announcement you've told us that power blocs can be a "multilateral alliance between several Major/Great Powers", however the mechanics you've shown are very leader-centric, and don't really have anything "multilateral" about them - only the hegemony of one power over others.
 
Last edited:
  • 28Like
  • 10
  • 2
  • 1Love
Reactions:
I, too, am disappointed at the lack of the ability to meaningfully represent the alliances of the WW1 here, but on the other hand, WW1 and the relevant systems to simulate something like it aren't in the game at all right now. So, I’m not too concerned about it being left out. It’s a problem to solve with the inevitable Great War DLC.

Otherwise this looks fantastic. Can’t wait - all the changes in 1.7 make me almost not want to play 1.6
 
  • 5Like
  • 2Haha
  • 2
  • 1Love
Reactions:
A bit disappointing that you can't be part of the Entente while the British Empire is a thing. Perhaps that'll be something for later.
While you can't also be in a separate PB called "Entente", it doesn't seem like you can't request multilateral alliances which are unlocked by the late tech of the same name
 
  • 6
  • 2Like
Reactions:
Really great changes all around. It seems like this captures what was great about Vic 2's spheres while getting rid of the tedious bits, and will make the diplomatic game much more enjoyable.

I have a question about modability for this feature. From the DD, I get the impression that only recognized countries (Major or Great Power rank) can establish power blocs, but I'm interested in modding in some historical "spheres of influence" among unrecognized countries. Are we able to mod the eligibility requirements for starting power blocs? Are we able to mod in a starting power bloc for a country which wouldn't be able to create one normally?
 
  • 4Like
  • 1
Reactions:
Some people like pretty things, and the art team need their jobs...

I like that so far the benefits of power blocs which have been shown are related to changing the relationship between bloc members in a certain way rather than just lavishing bonus modifiers everywhere (for example, the defensive alliances shown could have very easily been conceived as increasing army morale in a defensive war with a fellow member). Hopefully this theme will continue, and we won't be compelled to make XYZ kind of power bloc purely because of a desire to stack bonuses.
Yeah, generally we all agree here.
I must say though that creating these "special rules" effects is significantly harder to do. Essentially, we're doing about 50 mini-features for Power Blocs Principles right now.
So some Principles are going to provide more simple effects, like let's say +20% trade route competitiveness since we don't have an unlimited budget to provide unique effects for every single Principle.
I feel like we have struck a fairly good balance so far. Every Principle group should have at least one very cool/unique effect, some have more.
Without saying too much, some of these are kind of game-rule breaking (looking at you Migration focussed Principle).
 
  • 21
  • 12Like
  • 6Love
  • 2
Reactions:
I'm afraid that gamey anti-simulation things will be overpowered, to be honest.

I also want to highlight a couple of specific things I think should be changed and can be changed, being minor enough.

First, I think the name "trade league" is misleading. Trade leagues were groups of usually very small countries made rich by trade. Unless trade is reworked from scratch to allow for significant middleman's profit, there are simply no such countries, and anyway, this is not really a fitting name for a group of countries with a shared market. Just a "customs union" sounds better, since you're stopping using that the way you did.

Second, the colours of the flags and heraldry look way too bright and saturated, out of place in Victoria. To a lesser extent, this applies to statues as well.

Anyway.

How will power blocs interact with each other? Can they decide to group against specific other blocs? Is there an option to join a bloc for protection? E.g. can Belgium, having its sovereignty violated, instantly join the British bloc, allied to the American one?
 
Last edited:
  • 17
  • 2
  • 1Like
Reactions:
Do you have to be recognized to create a power bloc? Would China be able to create a power bloc, or could you make a world where an unrecognized Siam leads a power bloc for maintaining independence from Europe?

It sounds like this makes power blocs naturally more hostile to one another. Does this make it less likely for e.g. France and Britain to become friendly over time?
Yes, you need to be recognized.

Being part of a Power Bloc will make Diplomacy harder with members of other Power Blocs, yes, but not impossible by any means.
 
  • 19
  • 4Like
  • 3
  • 1Love
  • 1
Reactions:
Oh don't get me wrong, I will definitely try them out and see how they feel.

I'm just a particularly prickly/salty bastard that likes playing with Monument effects being on but there are some monuments (Like the Mosque pre-nerf where it was Global or the Monument in Beijing) that push me towards turning the effects off, which I feel is a missed opportunity. Now of course, if they end up being eh it's possible to mod them into something else and most likely will be modded, but that's more of a band-aid fix if the design turns out to actually be problematic.

I may come off as harsh in my wording without realizing it and I apologize for that, isn't the actual intention and I don't mean offense with it, I'm mostly putting it out there just to the perspective itself is out in the open for you folks to get a finger on the pulse of how some subsects of the consumer base feels about the presentation of the mechanics so far and how visible said subsect actually is.

I appreciate the work y'all have done so far and like I said, I pretty much adore everything in this and the previous DD.
All good, your feedback wasn't seen as harmful in any way. Has to be one of the nicest posts I've read about the topic :D
 
  • 17Like
  • 2Haha
  • 2
Reactions:
If you choose one of the non-trade league identities, does that mean you’re locked out of having a customs Union with bloc members?
No, there is a Principle Group that allows you to have the same effect which is likely going to be locked for the Trade League (since they have the powerful bonus already inherently).
 
  • 14
  • 7Love
Reactions: