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Victoria 3 - Dev Diary #109 - Power Blocs

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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
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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
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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
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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
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One of the many majestic statues on the map
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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
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When you want to get from A to B while showing off
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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
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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
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A WIP example of the three levels of the Defensive Cooperation Principle Group
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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.

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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
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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
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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
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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
 
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Wait, will the Russian Empire have its bloc at the start? It's green on the screen, but it's not clear since it don't have a name on it
Yes, it will have a Power Bloc at game start.
After all, it's one of the participants in the Great Game (which we'll talk about more at a later date) :p
 
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More gamey mechanics dictated by the player pressing buttons and collecting bonuses, instead of emergent gameplay powered by the simulation of populations.
What's wrong with that? Vox populi — vox dei!
 
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Spain had a tiny itty bitty colonial empire left right? As does France? Shouldn't they have start game empire type power blocks even if they're relatively weak? I wouldn't exactly see Spain let alone France as "neutral powers" (I'm not super informed but still).
 
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Yes, it will have a Power Bloc at game start.
After all, it's one of the participants in the Great Game (which we'll talk about more at a later date) :p
Great! It would be cool if there were a way to reform a Russian Empire bloc into a Soviet Union/Commintern bloc, forcing other countries to join it (they won't have a choice). A frightful hobgoblin stalks throughout Europe. We are haunted by a ghost, the ghost of Communism :D
Jokes aside, there is a problem with Finland becoming independent if you go communist/not a monarchy, they had a personal union or sort of.
 
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No, Foreign Investment is not allowed in "customs union" juniors.
Ah well, will have to try to figure some other way to manipulate countries in my bloc into autonomously expanding their sulphur mines (never really been confident they really respond to my ramping up sulphur consumption), at least until I find the expansion affordable enough to use the non-subject method of foreign investment.
Probably will still be an interesting feature to find out about regardless.

In both cases it would be a PM, so you should be able to mod this.
did I misread statue as statue? strange of me to do that...
 
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1 and 3) No, there's no mechanics for this on release. We have talked about it and would like to see something like a ratification or maybe even different democratic systems to work under for Power Blocs. But I must stress there are no concrete plans to add that as it would involve a lot of extra work. The ratification would be the most likely to be added afterwards, but even that is not a guarantee.

2) You can leave if Leverage on you is low enough basically.

4) Yep, with a cooldown, but generally yes.

5) As mentioned in other replies, there is another Principle Group that allows you to get the same shared market effect. So as a Political Union Identity Power Bloc you can still unify the market under your rule for example.

I'll be honest, the 1) and 3) points are really disappointing and are reducing my hype for the Power Bloc features a fair bit. It sounds like it lacks much interactivity from the side of the Non-Leaders which is an issue in my opinion. Or I might be misreading some of the answers you're giving, my apologies in that case. Will it be possible to mod in actions and interactions specific for the non-leaders of a Power Bloc to influence it or is the system fairly hardcoded for first release?

Also it's like, 8PM. Work shift is done my man, close the laptop and get some rest. Tomorrow's a day as well.
 
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I'll be honest, the 1) and 3) points are really disappointing and are reducing my hype for the Power Bloc features a fair bit. It sounds like it lacks much interactivity from the side of the Non-Leaders which is an issue in my opinion. Or I might be misreading some of the answers you're giving, my apologies in that case. Will it be possible to mod in actions and interactions specific for the non-leaders of a Power Bloc to influence it or is the system fairly hardcoded for first release?

Also it's like, 8PM. Work shift is done my man, close the laptop and get some rest. Tomorrow's a day as well.

One quick way to kinda correct this based on what i've understood would be to tank cohesion / leverage on countries if you pass really powerful mandates (such as joining automatically diplo play of the leader).

Either in vanilla or by modding.

-> But i'm guessing a lot here, we'll see when the end product arrives.

And yes I agree with Fluffay, don't feel obligated to answer us this late, we can wait until tomorrow ! :)
 
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One quick way to kinda correct this based on what i've understood would be to tank cohesion / leverage on countries if you pass really powerful mandates (such as joining automatically diplo play of the leader).
Still puts the interactivity squarely on the Leader Nation even then, doesn't it? It'll make it a bit more interactive for the Leader but not so much for the members I think.

Modding wise, since if I remember what I read right before some bits and bobs have special requirements to be enacted, means that we could possibly scope into certain statistics of the Power Bloc to allow and disallow certain mandates and craft events / JE's around them. Like you said, it's still guess-work, modders will have to think up a plan when the next PB DD rolls out in a few weeks.
 
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One quick way to kinda correct this based on what i've understood would be to tank cohesion / leverage on countries if you pass really powerful mandates (such as joining automatically diplo play of the leader).

Either in vanilla or by modding.

-> But i'm guessing a lot here, we'll see when the end product arrives.

And yes I agree with Fluffay, don't feel obligated to answer us this late, we can wait until tomorrow ! :)
We're already applying some of this (Cohesion cost) and would certainly like to do more interaction in the future.
Yes, we're focussing the feature on the Power Bloc leaders a lot more than on the members. Everything else takes significantly more time to get right. But we're open to expand upon some aspects of it like a ratification system as I mentioned.
As I mentioned in another reply, I'll come back with more info on modding after I've had a chat with folks about it, probably tomorrow.
Thanks for your concern, I'm almost out of the office now :D
 
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We're already applying some of this (Cohesion cost) and would certainly like to do more interaction in the future.
Yes, we're focussing the feature on the Power Bloc leaders a lot more than on the members. Everything else takes significantly more time to get right. But we're open to expand upon some aspects of it like a ratification system as I mentioned.
As I mentioned in another reply, I'll come back with more info on modding after I've had a chat with folks about it, probably tomorrow.
Thanks for your concern, I'm almost out of the office now :D

Tell Wiz to approve the OT and throw in a six-pack on the way out.
 
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Saw something similar asked earlier but didn't see it answered:

What happens to block leaders that experience a radical political shift? If Russia turns into the USSR, how will the "Imperial Russia" Sovereign Empire block transform into the Comintern?
 
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While an improvement over the way customs unions work currently, I am not a huge fan of how binary it all is. Notably, you don't seem to be able to be in multiple power blocs at once? Meaning, say, Austria can not be a member of Zollverein and have their own sphere of influence. That's highly surprising to me, I kind of assumed half of the reason for this change was to fix the release game's problem of awkwardly excluding them.



It just seems like an awkward melding of multiple ideas that probably should've been separate but related game mechanics: the spheres of influence of great powers, international [mostly] equitable interstate customs unions, and multilateral military alliances. I assumed this was going to be away to, say, allow for the Triple Alliance and Entente Cordial as defined organizations ala HOI factions rather than the messy and easily cheeseable EU style of alliance chaining. But that isn't really what's happening here, because seemingly most if not every great power is heavily encouraged to make their own power bloc for their own sphere of influence. That's pretty disappointing, especially considering alliances break for inscrutable reasons all of the time.



Also really not a fan of adding in 3D custom monuments and bespoke clothing models for customs leaders. It doesn't seem as bad, but it's giving me some extreme CKIII Royal Court vibes. Half the game's characters already look identical due to an extreme dearth of both generic and regional specific clothing variation. The focus of the 3D modeling team should be on adding new generalized clothing for the game overall, not custom bespoke outfits that will only be worn by a literal handful of characters.
 
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I'll be honest, the 1) and 3) points are really disappointing and are reducing my hype for the Power Bloc features a fair bit. It sounds like it lacks much interactivity from the side of the Non-Leaders which is an issue in my opinion. Or I might be misreading some of the answers you're giving, my apologies in that case. Will it be possible to mod in actions and interactions specific for the non-leaders of a Power Bloc to influence it or is the system fairly hardcoded for first release?

Also it's like, 8PM. Work shift is done my man, close the laptop and get some rest. Tomorrow's a day as well.
Given that it's explicitly exclusionary of most countries (there are very few GPs or Recognised Major Powers on map at the start of the game) to set up a Power Bloc, it's hardly surprising that they seem to be designed to primarily be tools of control for the leader state, rather than an a collection of equals or near-equals looking to pool their political / diplomatic power towards some objective. Hopefully the scope of this feature will be reconsidered in future development, as it seems a bit of a waste to have an exciting new feature which you can't interact with meaningfully unless you select one of the small number of qualifying states to play as.
 
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While an improvement over the way customs unions work currently, I am not a huge fan of how binary it all is. Notably, you don't seem to be able to be in multiple power blocs at once? Meaning, say, Austria can not be a member of Zollverein and have their own sphere of influence. That's highly surprising to me, I kind of assumed half of the reason for this change was to fix the release game's problem of awkwardly excluding them.



It just seems like an awkward melding of multiple ideas that probably should've been separate but related game mechanics: the spheres of influence of great powers, international [mostly] equitable interstate customs unions, and multilateral military alliances. I assumed this was going to be away to, say, allow for the Triple Alliance and Entente Cordial as defined organizations ala HOI factions rather than the messy and easily cheeseable EU style of alliance chaining. But that isn't really what's happening here, because seemingly most if not every great power is heavily encouraged to make their own power bloc for their own sphere of influence. That's pretty disappointing, especially considering alliances break for inscrutable reasons all of the time.

I think that's again an expectation management failure on Paradox's side, because it is mostly centered around titular sphere of influence of great powers like British Empire or Comintern. Maybe using the term Power Bloc is responsible for mistaking it with Entente/Central Powers thing.

It also explains (even if not justifies) focus on block leaders. Standard player is basically never expected to be on the member side of PB
 
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Diplomacy is currently so lacklustre that most of those features should not be part of a paid expansion. Also, there's too many Stellaris-like features migrated to Vicky 3. "If all you have is a hammer, everything looks like a nail" I guess...

EDIT: The fact that (as far as I understand) the Empire power block is not a free feature in a game settled in the era of, you know, dynamics between various empires and their dominions, is a really unfortunately decision.
 
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What is the Political Union supposed to represent? Something like the German Empire?
 
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