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King

Part Time Game Designer
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Dec 7, 2001
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Last week I started to talk about the economic system and why we were using a similar economic system. Now, let’s move on a bit to one of our new features, paid servants of the state, the Bureaucrats and the Clergy. However, before I go on, let me mention a major economic change. In Victoria 1 the whole country earned money and then it was split up in true socialist fashion, to each according to their need (although I am not sure exactly why rich people need more; maybe it is because they are rich). Not so in Victoria 2; each POP earns money according to what they do.

So let’s start with the Bureaucrats. They are exactly what they say they are; they are the bureaucracy. They are paid from the old crime fighting slider (now re-branded administration) and the amount of money you need to devote to administration is based on the number of bureaucrats your country has. At state level they affect tax collection and crime fighting, at national level how effective social reforms are. There is a maximum effect they have, but that won’t stop the bureaucracy growing leading to a possible bloated bureaucracy.

We felt that the tax collection ability was an important balancing factor in the game. As we mentioned in a previous developer diary we can use the number of bureaucrats as a way to balance out various countries, without having to resort to hard coded nerfs. However it also has another neat consequence... You have just claimed a colony, it is yours, you need to send troops off to defend it, etc. However, there is no administration there, leading to no revenue coming in to your country. Essentially, the colonial game will cost you money initially, however if bureaucrats emigrate to your colonies or if you are able to start creating a local bureaucracy then you will start to see money flowing in. Crime fighting is similar; consider the example of the USA. Your east coast has a fairly good bureaucracy but the Wild West feels a bit like the Wild West.

We did the same trick with social reform, though abstracted to make it a global value. We abstracted it this way so it would be a lot easier for you the player to see the social reform effect. Social reform also increases the administration cost, bureaucrats need to be paid more as they are now doing more. Social spending is still there, but covers things like pensions that are paid directly to POPs. It is all very well putting safety regulations in, but if no one is keeping an eye on the evil Capitalist exploiters, what will stop the evil Capitalist exploiters exploiting the proletariat?

The final point is that with the exception of tax collection, the effectiveness of your bureaucrats is dependent on the administration slider. We removed tax collection because we would be setting up one of these rather silly game mechanics; to get money simply spend money here.

Onto the Clergy! Now it is obvious to many here that there weren’t many Clergy paid for by the government in the Victoria 2 era. This is one of those little problems where historical reality meets game design reality. First off, we read the forum and knew that Clergy were voted one of the most useless POP types in Victoria. Now this is bad, they should be useful, so we felt we would have to change their role a little. Secondly, they now needed to earn money somehow so we would have to come up with something. So first off was the evolution of the Clergy into educators. Now this does fit the era; a lot of education was done by the Church. It also helps game balance a lot; it was very easy to have 100% literacy in Victoria by maximising your education slider (it was one of those very easy choices, never good in a strategy game). Now the rate at which people gain literacy depends on the amount of clergy in the state, with POPs having their own literacy level, instead of a country wide one, you can have your core Population highly educated (and thus productive) while your Colonial Population is lagging behind a bit and still using more primitive production techniques. Now, in Victoria Clergy had this role of reducing CON, by keeping the superstitious masses backward by peddling yet more superstition. We have decided to keep that but the Clergy’s role evolves a bit according to your government religious policy. If you are an atheist state, essentially the Clergy fulfil the role of the modern schoolteacher. We put in this necessary abstraction because we did not want to clutter up the interface with too many POP types.

This then allows the amazing leaps that you need to make a game work. The Clergy needs to earn money and the Clergy fulfils the role of the modern schoolteacher….. Well, you see where this is going? Yes, we have the Clergy paid out of the education slider. It might not be 100% accurate in every circumstance, but overall it works and gives us the effect we are after.

Now I did say we would talk a bit more about the economic system of Victoria 2 in this developer dairy, and here we have it. Money does not just magically disappear in Victoria 2; like the Spice it must flow. Governments collect money from POPs and then while doing its thing they give money to POPs. We feel that this adds depth to the economy by a very simple change.

Well having shown you land sprites here is a screen shot of a ship, next week will see the final developer diary of the year.

Moderator's Edit
Folks, Johan has made his position clear in this post regarding the use of the term clergy for the POP, and that is the end of the discussion. As he requested, the discussion should focus on the actual working of the gameplay features as described in the Development Diary. To continue to discuss the issue of the name in spite of his clearly stated request that everyone drop the issue is to ignore the administrator. The issue, for the rest of this Dev Diary, is CLOSED. Any further discussion after post #104 of the thread of this question will make those posts liable for potential moderator and/or administrator review in regards breach of forum rules.
 

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Interesting - although if the clergy have been effectively changed to "educators", wouldn't it be better to rename them something like "intelligensia," which would include things like priests, scholars, experts, professional schoolteachers, doctors, and the like?

We like the name, so we just kept the same. They still do thier clergy stuff.
 
Can you convince/persuade/send/force POP's, in this case bureaucrats, to emigrate to the colonies?

My greatgrandfather went to work as a mining engineer/supervisor in the Dutch East Indies precisely because the (colonial) government wanted him there.

Yes, but how this is done is very much the subject of a future developer diary.
 
This sounds great. Colobnialism is going to now be a real strategic dillema rather than something you'd be stupid not to do.

King, you say POPs will now have different education levels, is the only divide between your core population and the colonies, or will individual POPs have different literacy levels?

BTW, the font used in the screenshot for the province names is great (as is the ship)

Individual literacy per POP.
 
So, the USSR or any other atheist country will be paying clergy to teach rather then convert them to labourers??? Jesus Christ :( :( :(

If you found clergy useless - just scrap the POP type and introduce something else intstead rather then try to use them in game, doesn't matter if it makes sense or not.

Changing name to 'scholars' wold make much more sense. Or simply indroducing POP which will represent scholars, doctors, solicitors, clergy, etc - etc - the middle class professions.

Because we like the name.
 
You know, I observe your answers here from some time and my impression is that you are pretty defensive about everything which is already prepared. You don't even try to consider other people's opinion. I see the same story with army formations, with POPs name now, with events before.

Sometimes it doesn't hurt to l;isten to others and think: maybe they are right and I'm mistaken...

I am not going to lie to you.
 
What do you mean by that? You are not going to lie pretending you are considering opinion of your customers?

If it is what you meant - well done, it is quite new concept of marketing then.

I mean if something is fixed it is fixed. I am not going to sit and pretend that something will change when it won't.
 
Well, the thing is if something doesn't work it should be changed even if you already finished the feature. If majority of your customers (being here) express their opinion that they don't like the feature, yes, you should consider changing it. Of course it would be different story it it means huge, costly changes to the game and it's mechanic, but changing the name of POP????

In my opinion it is rather problem with admiting that choice you made was not the best option.

And the icon as well, comeone people if we use the Victoria name we can simply import the icon and save development time for new features. Thus I think if you thought about it a bit more, or were just simply willing to trust that because I get paid to design games I might know what I was doing, then perhaps my choice was one of the better option.
 
Hey King, as an Xmas present, could you give us a few of options for next week's DD and let us vote?

Also, is the amount of bureaucrats a country has a factor in whether its civilised or not?

I have a Dev Dairy plan, so we cover every subject. I don't want to ruin the suspense.
 
It will be called clergy cause that is the design I wanted. That should be enough.

However, it is also the basis for our pop-file setup. Another poptype to research and adapt the pops for one scenario is not just feasible, now matter how "easy" some random person think it is.

There is a reason that King and OHGamer's opinions matters on pop setup issues, as they are the guys that actually KNOW what pops do, and the impact of design for them regarding the amount of work. If the guys that made the research for Victoria1 and the VIP mod think a poptype is best suited then it is.

I'm basically disregarding any comments from anyone on whatever pops should be and what types should be, unless they have done a proper research and setup of all pops for let say Sokoto, Bastar and Ionian Islands.

Have fun, and lets focus on the details of the dev diary instead of an irrelevant detail.
 
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A couple of things here. First up Bureaucrats functions as a percentage of POP size. Onto the total size of the bureaucracy. If you were to go all out to creat a good bureaucracy from day one in a GC you should be able to have a pretty good one by the end of the game regardless of who you play. Thus we have an absolute cap on effectiveness, this partly logical you can only collect so much taxes before you have collected your taxes and partly gameplay a good bureaucracy is a good thing but it should not be unlimitedly useful.

Now people talk about POP setup, this is a subject for testing and balancing. China, how many bureaucrats do we need to make China playable and fun without being a total animal? Do we want to be a bit nastier here? Should we make a chunk of the Confucion Bureaucracy Aristocrats? Thus they seve Chinese Emporer, with his mandate from heaven, but they aren't going to serve any old clown with a mandate from the people.
 
Will we be able to add in custom POP types?

POPs themselves are in plain text files and are easy to add. What I cannot comment about at the moment is how much of the game effects of POPs will be out into plain text files.
 
King, do you plan any crime/corruption negative effect on overall bureaucrats efficiency ?

As of the custom pops, IHMO, this would be one of the biggest improvement for modders...

No that will set up a negative spiral that will be virtually impossible to escape from, basically if you don't max out your admin slider from day one your are screwed. In that scenario why bother with the slider?
 
We had a long discussion about should under athiest government forms should someone like bureaucrats do the educating. We rejected this on interface and processing grounds. The bureaucrats do the administrating they get their money from the administration slider. Clergy do the educating, they get their money from the education slider. From a player persepective you can see straight away what is going on. From our point of view, and remember we haven't forgotton what people said about HoI3, it simplifies the payment calculation freeing up complexity for areas we felt over all were more important.
 
King, we've read in DD that Bureaucrats and Clergy will receive their incomes from the state, and a general statement that POPs will have their incomes depending what they do. What about aristocrats? From "taxing" RGOs profit on their state? Or a maybe a part of poorer rural POPs incomes?

Subject for later developer diaries.
 
now. that's commitment for a sunday.
relax man.
surely Johan told you that the V community was very demmanding (he suffered it once :D )
enjoy your weekend and kick asses from next monday.
your posts tell us that you want a good game even though we complaint.
keep up the good work from monday!:D
I trust you. :)
and tell Johan not to be too impulsive. at the end of the day having prefeedback is not an unvaluable asset even from random customers.
que coño, lo estas haciendo muy bien, King!! lo que yo te diga!!!
Cheerio, mate :)

I was good boy and was not in the pub last night, because of that I can post on a Sunday morning :)
 
I'm confused on this point... will we still have the option of setting a national tax rate, and moreover, respective income tax and tariff rates and the 'tax collecting' of the bureaucrats resembles more of an overall tax efficiency effect or do they completely replace all aspects of the tax system altogether?

No the number of bureaucrats is your tax efficiency. The more you have the great precentage of the taxes you set you collect.