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Dev Diary #40 - Opium Wars

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Good evening, and welcome to this week’s instalment of the Victoria 3 Dev Diaries! To cap off this month’s theme of trade, I’ll be talking about the Opium Wars and introducing the concepts of Cultural Obsessions and Religious Taboos.

In the 1830’s China was ravaged by opium addiction. The impact was severe and broad in its effects, with myriad social, economic and even military consequences. Despite attempts by the Qing government to restrict imports, British merchants continued to illegally flood the market. The situation came to a head when Qing officials ordered the seizure and destruction of opium in Canton, to which the British responded with force - the First Opium War resulted in crushing defeats for the Qing government and began an era of unfavourable and humiliating treaties with the Western powers.

In Victoria 3 we represent the Opium Wars through Journal Entries and Events. Qing China begins in the midst of this crisis, but it is also possible for other unrecognised countries to experience this content if the in-game conditions are appropriate.


The Opium Crisis event applies harsh negative modifiers to Standard of Living throughout your country, to your Mortality Rate, and to the effectiveness of your military forces.
opiumwarsstart.png

This is a good time to talk a little more about Cultural Obsessions. A culture can become obsessed with a specific Good - Pops of that Culture, regardless of where they are in the world, will spend significantly more on Goods they are obsessed with compared to other goods in the same Pop Needs category. So in the case of Opium in China, Han pops will spend a lot more of their wealth buying Opium than they do on Liquor or Tobacco. This naturally drives up demand for Opium, and therefore makes it more expensive within the Chinese market. The foreign powers selling Opium to China are making a killing exploiting this demand and feeding the addiction. Cultures can develop new Obsessions over time, and you’ll need to react to changes in pop demands as a result.

On a mechanically related note (though unrelated to the Opium Wars), Religions have Taboos against certain goods. For instance Muslim faiths have a Taboo against the consumption of Liquor and Wine. This has the opposite effect from a Cultural Obsession - pops following these religions will spend much less on purchasing that Good compared to other Goods in that category. So Muslims will typically buy Tobacco and Opium instead of Liquor, and they will buy Tea or Coffee instead of Wine. Just as in real life, not everybody completely adheres to the tenets of their faith, and so these act as powerful modifiers on purchasing decisions rather than total “bans” on consumption. Unlike Obsessions, Taboos are static throughout the game.


Beijing is one of the most populated States in the world in 1836. Besides its 19 million people, it is also home to the Forbidden City Monument, a massive Government Administration sector, as well as a large section of the now defunct Great Wall.
opiumwarsnew.png


Back to the Opium Wars!

If China (or whichever country is the target, but we’ll keep things simple and refer to China from here on out) chooses to confront the issue head on, the Opium Crisis Journal Entry will describe the conditions for successfully resolving the issue, as well as the conditions that will cause immediate failure. China must avoid at all costs enacting the Free Trade law as well as resist the attempts of the Great Powers to establish a Treaty Port - both of these are potential war goals which the AI will strongly prioritize when starting Diplomatic Plays against China. While resisting the Western powers, China must maintain a total ban on the Opium trade.


Playing as Great Britain (or any major opium exporter), you'll have the opportunity to thwart the opium ban through all the usual diplomatic and coercive means at your disposal. It could even be an opportunity to make inroads into China.
opiumwarsgbrevent.png

China’s attempts to halt the flow of opium will not go unchallenged. All Great and Major powers exporting Opium to China will receive an event prompting them to decide their stance on the matter - though there is some chance that they will let the issue slide, it is much more likely that they will take an opposing stance. This will add the Opium Wars Journal Entry to that country, in which their success conditions match the failure conditions for China. Opium-trading countries must either force China to adopt the Free Trade law, or else acquire a Treaty Port in that nation that allows them to bypass goods bans. Rather than immediately creating a Diplomatic Play with predefined war goals, the AI (and indeed the player!) is strongly encouraged to start a Play with wargoals that would complete the Journal Entry.


Free from the ravages of opium addiction and the interference of froeign powers, the strengthened Qing dynasty might avoid or avert the crises that would historically bring them to ruin.
opiumwarsgoodend.png

If China succeeds in suppressing the flow of opium while withstanding the onslaught of the Great Powers, the course of history is altered and the addiction crisis will be resolved. All its primary cultures will lose their Opium Obsession, and the negative modifiers representing the effects of widespread addiction will be removed. With foreign powers repulsed, China has not been forced into the unequal treaties that would lead to further conflict and turmoil.


Fragile Unity is the “broadest” Journal Entry in Victoria 3, encompassing content that can emerge at all stages of the game - for instance while the stage is already set for the Opium Wars in 1836, the Boxer Rebellion will not happen until later in the game when a stronger sense of Han nationalism has appeared.
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Failure, however, may have dire consequences. The government will lose Legitimacy, Radicals will rise across the nation, and Turmoil will engulf your states. But that is not the worst of it; failing the Opium Wars Journal Entry increases your fragmentation, tracked by the Fragile Unity Journal Entry. If your fragmentation rises to 100%, it will herald the end of a unified China, with the nation breaking up into a dozen warlord states. Failing the Opium Wars Journal Entry will indirectly lead to an influx of missionaries into China which may spark radical uprisings on a scale never seen before. And if exploitative foreign presence in China continues into the era of Han nationalism, the people’s demands for sovereignty will shake the foundations of the state and threaten the survival of the Qing Dynasty. One great failure can lead to a chain reaction of disaster.

That’s all for today! Next week we’ll be moving on from trade to a month of focus on the theme of strife. Join us next week where Mikael Andersson will introduce Victoria 3’s Revolutions.
 

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Sorry if off-topic, but an UI note: at least to me, this tooltip makes it seem like losing opium addiction causes you to gain penalties. Might be a good idea to have a stronger indication that these effects are now on their way out (a striketrough ?). The intended meaning is obvious from the context here, but might not be so in other events.
 
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NGL this dev diary looks great and Vicky2 was my first Paradox game… Japan even looks great in this game from what they’ve shown us. But green Japan is just weird. Like maybe Sakura Pink or Rising Sun Red would look good but green is just… off. For me Korea is always blue, China is a yellow or gold, and Japan is pink or red.
Shogunate Japan is Green
 
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Sorry if off-topic, but an UI note: at least to me, this tooltip makes it seem like losing opium addiction causes you to gain penalties. Might be a good idea to have a stronger indication that these effects are now on their way out (a striketrough ?). The intended meaning is obvious from the context here, but might not be so in other events.
Doesn't really look like that since it explicitly says you're losing the modifier that gives the penalties.
 
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This dev diary positively surprised me, because i wouldn't expect dev diary explaining already explored mechanics to be this interesting. Btw, i think that opium debuff should be slowly fading away once China bans it, and fully expires after "the end of addiction" event, instead of instant effect. It would be much more realistic this way because it would represent different stages of recovery, different time it takes to recover for different people and gradual destruction of existing opium stockpiles
 
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Is it possible for the Han Chinese to rebuild the Ming dynasty or build a new dynasty after the collapse of the Qing dynasty? Or is it only Taiping Rebellion and the Republic of China?
 
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Curious: what is the interplay between taboos and obsessions? Let's say we have a pop that is "ethnically" or "culturally" Chinese, and is therefore experiencing an Opium obsession, but which lives in a country where buying Opium is punishable by death, or adheres to a faith where Opium is expressly forbidden. What "takes precedent" here? Will this pop consume Opium at "regular" cultural rates, at the rates of the religion? Or at an inbetween?

I guess this hints at a broader question I want to ask: how do cultures interact with their new surroundings and diverge? In our own history, we tend to see immigrant populations become "acculturated", to some degree, to their host countries' cultures after a few generations. While I understand that modelling a system which captures the "true" complexity of these phenomena (say, the relation between immigrant arrival rates and the "adherence" to home culture, or the potential for back-migration introducing new ideas to the "homeland") is difficult and probably not pracitcal for a fun game experience, I am a bit concerned about the "all or nothing'" approach this dev diary hints at. A "Chinese" diaspora community separated from China for 2 or 3 generations, especially if not constantly supplanted by new immigrants, is going to be very different to a Chinese community back in China; that community would likely pick up on far more host country cultural trends than they would "homeland" cultural trends.

I don't mind the way historical events are being implemented in Vicky 3, but I wish there was a robust variety of alternate history events being implemented alongside them.
I definitely agree with this sentiment but I think here it's worth noting that these are game mechanics that are supposed to then be conducive to the creation of alt history scenarios. Afaik, one of the main reasons why certain events are getting so much attention is because they are ongoing when the game starts, or are about to happen when game starts, so they can be used to discuss the mechanics that are meant to simulate them in game.
 
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A historical question - could somebody knowledgeable please explain - why China did not grow its own opium?
Qing allows the farmers to grow opium in 1859. And in the 1880s imported opium was nearly driven out of the market. The tax on opium was important for Sichuan, Yunnan, Guizhou at that time.
 
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This dev diary positively surprised me, because i wouldn't expect dev diary explaining already explored mechanics to be this interesting. Btw, i think that opium debuff should be slowly fading away once China bans it, and fully expires after "the end of addiction" event, instead of instant effect. It would be much more realistic this way because it would represent different stages of recovery, different time it takes to recover for different people and gradual destruction of existing opium stockpiles
Agreed, maybe have it tick down to zero with monthly ticks for a series of X years. 5 years seems about right.
 
Is the Taiping war currently represented in game? It was a major turning point in the fragmentation of China, and it seem strange that there is a "Ming-explosion" style of event when the most probable consecuence would be a rebellion.
 
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Is the Taiping war currently represented in game? It was a major turning point in the fragmentation of China, and it seem strange that there is a "Ming-explosion" style of event when the most probable consecuence would be a rebellion.
Its listed as one of the conditions to stop the fragmentation:
Fragile Unity is the “broadest” Journal Entry in Victoria 3, encompassing content that can emerge at all stages of the game - for instance while the stage is already set for the Opium Wars in 1836, the Boxer Rebellion will not happen until later in the game when a stronger sense of Han nationalism has appeared.
gE4v5cypPs5v30cmQhBn6Z9SFE1f486XcG7t--MAeZHQ-Iodde8iiRddfZ5U82CIKngkaqBd1uQuihiiJvRTNcuh8PYkA8d8lnQ0lTi6uH-CfFkCZWyrVlqo1wu3Nx4dN8TI2zwM
 
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Is the Taiping war currently represented in game? It was a major turning point in the fragmentation of China, and it seem strange that there is a "Ming-explosion" style of event when the most probable consecuence would be a rebellion.
The contributing triggers to the Fractured Unity journal going off include "Failing to stop the appearance of the Heavenly Kingdom" and "Failing to retake the Heavenly Kingdom", so the Taiping Rebellion is definitely represented.
 
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Great job. Sounds amazing. The journal entry is really great. It gives.you the flavour content and chance to reproduce history withour railroading it, and also flavour and content and new challenges if you fail, which is something mission trees do not.


Im loving it! Ive never bought any Eu4 dlc content about mission trees but i can see myself buying dlcs with such fleshed out refined and fun journal entries! Unlike missoon trees, they do feel like they are story which you can take part of to unfold one way or the other! Absolutely great!
 
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Ah gotcha that makes far more sense then. As Japan is only one tag the idea that reforms? Government changes? Can change a nations color is really cool. Unless it’s technically a tag change which would also be really cool what with the short lived Ezo Republic and all.
 
Only Religions have Taboos in V3.

It's a check to see if Qing has ever been bankrupt - though if you've gone bankrupt 5 times in a row you don't need a journal entry to tell you that something has gone very wrong.



That's some very WIP tooltipping. It'll make more sense on release.



Many events will have 3+ options!
Did i just hear release!??!
 
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You're losing a modifier, and therefore are gaining horrible penalties.

Like I said, maybe it's just me. But that is what it looks like to me.
I initially interpreted it 'correctly' but I see what you mean since it could be interpreted as those being the modifiers that will be added since that's often how tool tips are displayed.. I think the best way to fix it would be to not automatically show what the modifiers are unless you hover over the 'Widespread Opium Addiction' text.