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Dev Diary #46 - Political Parties

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Good evening! Today we are finally ready to talk in detail about Political Parties. This has been a much-requested feature for Victoria 3, and indeed the political world would feel a little empty without the Whigs and Tories going at each other’s throats. We’ve listened, and some months ago we revealed that we were indeed working on implementing this feature. Today we are ready to talk about how Parties will factor into the political landscape of the game.

In Victoria 3, a Political Party is an alliance between Interest Groups. They appear in countries that have Elections, and are absent in countries without them, differentiating the experience and mechanics of democracies from autocracies. Interest Groups must be added or removed from government as a single bloc, which means that you’ll need to make strategic decisions about the makeup of your government and deal with the consequences. The Liberal Party may for instance contain both the Intelligentsia and the Industrialists, who will both back your plans to move toward a free market economy but diverge on the issue of child labor. Sometimes an opposition Interest Group might decide that it wants to join a Party currently in government (or vice versa) - in this circumstance, the Interest Group will leave their old Party and be marked as “wanting to join” their new party. This won’t force any Interest Group into or out of government, but if you decide to reform your government under these circumstances you must treat that Interest Group as being a member of the new Party, bringing them into or out of government as a single bloc.

The Republican Party in the USA is made up of an alliance between the Industrialists and the Intelligentsia, primarily opposing the ruling Democratic Party which is constituted by the Southern Planters and Petite Bourgeoisie.
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Just as Parties ally together when you form your government, they also share their Momentum in Elections, which determines their votes. If for instance the fascist leader of the Petite Bourgeoisie joins the Conservative Party and is caught up in a political scandal, the whole Party suffers the electoral consequences. On the other hand, as the Landowners begin to lose their political relevance in an increasingly industrialized economy they might cling to relevance by attaching themselves to the rising Fascist Party, who may bring them Political Power from the votes the whole Party gains in the Election.

The Whig Party, consisting of a large number of opposition IG’s, has landed themselves in a corruption scandal. Rowland Hill, leader of the Armed Forces and prominent Reformer, may have seriously harmed the entire bloc’s election campaign.
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During the Election Campaign period (which as you’ll recall lasts 6 months before the final votes are cast), you’re likely to get events relating to the various Party’s campaign efforts that can have a major impact on Momentum. These events are inspired by the campaigns and scandals of the period, such as Gladstone’s Midlothian campaign and the whistle-stop tours that became popular in the USA.

There are 11 potential Political Parties that your Interest Groups can join. At any given time, any combination of these parties might exist or not exist. Parties emerge and disband dynamically, so the political landscape can be very different between countries and playthroughs. The following Parties can emerge throughout the course of the game:
  • The Agrarian Party
  • The Anarchist Society
  • The Communist Party
  • The Conservative Party
  • The Fascist Party
  • The Free Trade Party
  • The Liberal Party
  • The Military Party
  • The Radical Party
  • The Religious Party
  • The Social Democratic Party

Many of these parties are aligned primarily around a particular Interest Group’s core ideologies, which other IG’s may join under the right circumstances. The Liberal Party for instance is the natural home of the Intelligentsia due to their Liberal Ideology, but they may be swayed towards other Parties under various circumstances. Other Parties are aligned more strongly with Leader Ideologies that emerge throughout the game, such as the Communist Party and the Radical Party. Each of these Parties has a variety of dynamic names based on national, cultural, and religious factors - for instance in Great Britain the Conservative Party is localized as the Tories, while in the USA they are known as the Democratic Party.

Interest Groups (IG’s) may join a Political Party if they are not Marginalized and if their country has any of the Laws that allow Elections. Which Political Party an Interest Group will join is determined by a wide variety of factors, some of which I’ll list here:
  • IG’s with the Republican, Radical, Market Liberal, or Reformer Leader Ideologies are much more likely to join the Liberal Party
  • The Industrialists are more likely to be drawn towards the Conservative Party if the country has public healthcare or schools, or when voting laws allow the lower strata to vote.
  • Weaker IG’s might join the Agrarian Party alongside the Rural Folk in a push to abolish Serfdom. Scandinavian countries are much more likely to develop an Agrarian Party.
  • In a Council Republic, IG’s led by Anarchist leaders might leave the Communist Party if the country’s ruler is a Vanguardist.
  • When an IG with a Fascist leader becomes powerful, weaker conservative IG’s might join the Fascist Party in a bid to retain their political relevance.
  • If a powerful IG has a Social Democratic leader, weaker leftist IG’s may fall in line behind their more moderate cousins. Likewise, weaker Social Democrats might join a stronger Communist Party.

To summarize: in Victoria 3, Interest Groups band together into Political Parties for the purposes of elections and forming governments. There are many dynamic names and conditions that work to create plausible and flavourful Parties no matter which direction you choose to guide your country.

That’s all for today! Join us next week when Mikael will talk about the mechanics behind Religious Conversion and Cultural Assimilation.
 
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Glad the devs listened to the community! It looks cool too!

I also want to ask, since parties have been added, whether a government form for party states will exist? Representing USSR/Post-Revolutionary Mexico style governments. Feels weird for the former to be just a Council Republic if you're going the wholesome 100 historical route.

Still looks great! Very much excite.
 
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Will the government of an AI country affect its AI ambitions? I hope so, since a Fascist France ought to be more prone to conquer e.g. Belgium compared to if ti's agrarian :)
 
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So, out of curiousity, which parties did you select for the Russian parties? I'm especially thinking about the Mensheviks, Trudoviks and SRs, all of which could arguably be Social Democratic. (I'm assuming the communist party will be the Bolsheviks). It does seem like this way, either the Mensheviks or the SRs will be absent.
Maybe the SR can be portrayed as very leftist Agrarian Party?
 
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How can we influence interest groups to join the government without asking the entire political party to join the government? Is it possible to do so?
Nudge the interest group toward leaving its current party. But other than that, as long as you have elections, no. That's the good kind of trade-off decision making that comes with political parties. If you want one IG in a party to join the government, you might to also bring an IG you'd rather not have.
 
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In Scandinavia, agrarian parties tended to be much bigger and much more powerful than in other Western countries. Seems just like a flavor thing.
That's very bad design, when instead of simulating the factors that lead to popularity of agrarian parties, the devs just give certain tags bonuses to agrarian party attraction.
 
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Do party names change at all in-game (i.e. will the Whigs ever become the Liberal Party)? Can we rename parties?

Also, can we influence IGs to switch party?

It's possible for parties to change their names throughout the game, if the conditions for enabling a different name are met.

You'll have some degree of influence over this - we plan on exposing exactly why each IG has chosen their party, so you'll know what you need to do to get them to leave.

Ok but I do have a question, what happens when a particular issue has split support among a party in government. Let's take your example of The Liberal Party with both the Intelligentsia and the Industrialists whom are divergent on the issue of child labour. If you begin to pass a law outlawing child labour, what happens to the party? Does it split?

Your laws will be more likely to stall or be debated rather than advance when you reach an enactment checkpoint. Conflict within the government over the currently enacting law makes it a lot harder to pass that law.

I'm quite surprised there's no Labour Party on the list, since the birth of labour movements was rather a big deal in the period. Or is labour lumped in with one of the others, so if there's a strong enough labour IG it'll effectively take over one of the political parties and make that the de-facto Labour Party?

Labour parties are essentially Social Democratic parties. I believe that some countries will use "Labour Party" as their dynamic name for the Social Democratic Party.

How moddable is all of this?

Extremely. You can define new political parties, change the attraction and repulsion factors, add or change dynamic names, etc. You can mod every aspect of the party system.

So if the Conservative Party receives a majority of votes in a UK general election, can I, as the player, ignore the result of the election and put a Liberal-Anarchist-Social Democratic government in power?

You absolutely can, but your government will not likely be very legitimate!

Will the government of an AI country affect its AI ambitions? I hope so, since a Fascist France ought to be more prone to conquer e.g. Belgium compared to if ti's agrarian :)

AI countries are strongly influenced by the IG's they have in power.
 
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The thing I'm supposed to get from this is that the "radical party"(what does this mean?) and the communist party emerge late game and not the silly meme that "radicals are just driven by cult of personality" right? right???
Basically social liberals when the Liberal parties were mostly social conservatives
 
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That's very bad design, when instead of simulating the factors that lead to popularity of agrarian parties, the devs just give certain tags bonuses to agrarian party attraction.
Okay cool. And how? This is a politcally tradition which exists since the middle ages in the NOrdic countries because the Rural people were the fourth estate. So it's not something that developed during this era but something that was already part of the nordic culture at this point. How do you want to simulate this ingame?
 
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Impressed.
This may very well be the most dynamic organic political system ever made for a grand strategy game. This is a dream for many players like me.

I can't wait to see what we get, what DLC brings, and what politics minded modders might also be able to do to add to it.
 
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One point I am not so clear on:
How are parties selected for government post-election?
Does the game put the majority party in government automatically? Or can you still choose as head of state who gets brought into government? And in such a case, is this just dependent on your chosen form of government i.e. in constitutional monarchies involve the monarch inviting the winners to form a government.
 
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AI countries are strongly influenced by the IG's they have in power
Could you elaborate on that?

Is this applied only to the IGs in power, or can a government act aggressively to make jingoistic pops happy regardless of whether their IGs are in government? Does, in fact, pops mood change with geopolitical developments? Can the AI plan around it consciously, Nicholas-II style?
 
Okay cool. And how? This is a politcally tradition which exists since the middle ages in the NOrdic countries because the Rural people were the fourth estate. So it's not something that developed during this era but something that was already part of the nordic culture at this point. How do you want to simulate this ingame?
By giving peasants more political ativism than in other countries? Which is probably what they are doing here. Like, I know lots of people will complain about "magical numbers" being given to some countries (like the France low growth thread) but for some scenarios, I think applying a "magical number/modifier" might really be the best way.
 
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Honestly, this is pretty much exactly what I was afraid of when it was mentioned that parties were being added after all.
With IGs, you can select which IGs you want to coalition, depending on your goals. Getting those IGs to get enough power - well, maybe difficult, but that's the challenge, and why you've been "gardening" a certain way.
With parties though? Better hope that RNG doesn't screw you by deciding that those two natural coalition partners you had in mind for your next government join two different parties with other IGs that won't work.

...well, that's at least my worry. Maybe hopefully it'll work out in the actual game :D
 
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In the example shown in the DD, the player takes decisions on behalf of the parties.

What is the purpose of that? Are the players influencing which IGs are in each party? I thought that the player was limited to decide which party was in the government.

If the player can influence the parties composition and the government composition, where is the element of surprise?

Is the player also able to influence the leaders of each IG? Can the player remove/kill those leaders?

It also seems there is no party leader, but a co-leadership with all the IG's leaders. Is that so?
I do really like the political parties mechanics added, but I agree with @IsaacCAT here. It feels there's sometimes a confusion in this game about what agency as a player we have and do not have. We can take decisions in events as if the player "is" the party but, of course, we can only at best influence what laws they will support, etc. Similar confusions apply for other realms maybe -- we have full control on goods imported, but very indirect control on armies.
 
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Okay cool. And how? This is a politcally tradition which exists since the middle ages in the NOrdic countries because the Rural people were the fourth estate. So it's not something that developed during this era but something that was already part of the nordic culture at this point. How do you want to simulate this ingame?
The best option is to add some sort of inertia to party support. However, this is likely hard to implement with all the other systems in place.
A somewhat easy solution would be to tie the atttaction bonuses to cultures, not tags.
 
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How can we influence interest groups to join the government without asking the entire political party to join the government? Is it possible to do so?

If they're part of a party you have to take them or leave them.
 
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