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Victoria 3 - Dev Diary #108 - Sphere of Influence and 1.7 Overview

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Hello and welcome to the first Development Diary for the 1.7 update and Sphere of Influence expansion for Victoria 3. This Dev Diary is meant to give you a broad overview of the major Expansion and update features, which we’ll naturally go over in much greater detail in the next few weeks. As mentioned previously, all of this is scheduled to release on May 6th and you can pre-order Sphere of Influence right now.

Power Blocs (Sphere of Influence)​

Power Blocs are multinational associations that can be formed by high-ranking countries, and which take a variety of forms based on their Identity and Principles. Power Bloc Identities are set when they are formed, while Principles can be added and removed over time. Power Blocs are highly customizable in other ways, such as choosing their name and customizing their emblem, as well as creating custom statues to reflect the glory and reach of your Bloc.

A Power Bloc might take the form of a single Great Power and countries under its influence, a multilateral military alliance between several Major/Great Powers, or an economic cooperation with numerous countries in a unified market.

Power Blocs have Leverage on countries outside the Bloc (including members of other Blocs) and can use that Leverage to entice and cajole them into the Power Bloc. Being part of a Power Bloc comes with both benefits and obligations, and members are at risk of having their internal politics meddled with by the leader of the Bloc.

Interest Group Lobbies (Sphere of Influence)​

In Sphere of Influence, Interest Groups can now join Lobbies with specific foreign policy agendas centered around other countries. These Lobbies form organically as the result of a new system of Diplomatic Catalysts: A lobby friendly to Great Britain might form after the signing of an alliance with them, while a lobby hostile to Austria might spring up after being defeated by them in a war, all depending on a variety of diplomatic and political conditions at the time the Catalyst occurred.

Lobbies will try to promote or counter the interests of foreign powers and will help or hinder your diplomatic efforts based on whether your goals align with their own. Lobbies that are friendly to a specific foreign power can smooth the way for diplomatic agreement that would otherwise not be possible, but will oppose hostile actions and undermine any war efforts against that power, while unfriendly lobbies will try to hinder diplomatic efforts with the country of their ire but may create an opportunity for a key alliance with their rival instead.

In addition to appearing as due to Diplomatic Catalysts, Political Lobbies can also form as a result of certain events, like Social Democrats feeling the need to prove their opposition to Communism
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Foreign Investment (Sphere of Influence)​

Foreign Investment makes it possible for both governments and autonomous private investors to construct building levels in other countries and enjoy the profits generated. To construct in another country, you need to have certain diplomatic pacts in place, or otherwise be part of a Power Bloc that allows such construction. If you do not own Sphere of Influence you will still be able to do Foreign Investment in your subjects.

The Great Game (Sphere of Influence)​

The Great Game is a major new content addition adding a new Objective and new Journal Entries focused on the historical Great Game that played out between Russia and Britain in Central Asia. The Objective can be played as either Russia/Britain or one of the other involved powers such as Persia, and which country you select changes the conditions required to ‘win’ the Great Game. The new Objective ties directly into numerous new Journal Entries such as Persia’s ambition to restore its hegemony over Afghanistan, most of which will be present even if the Objective isn’t selected and so will also drive AI behavior in the region.

As one of the Afghanistani minors, your most immediate priority will be to reunify Afghanistan and either restore the Durrani Empire or create something new
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Subject Interactions (Sphere of Influence)​

Subject Interactions are a new group of Diplomatic Actions that can be done either by an overlord against their subjects, or by a subject against their overlord. These include actions such as Increasing or Decreasing Autonomy, changing the level of payments owed by a subject, appointing a new ruler, or allowing them to manage their own market. Certain Subject Actions, such as Increasing Autonomy or Granting Market Independence, will be available even to those without Sphere of Influence.

Building Ownership Revision (Update 1.7)​

The mechanics for Building Ownership are completely revised in the 1.7 update so that the owners of a building no longer have to work in that building, or even live in the same state - London-based Capitalists can now own buildings all over the world, and buildings can be selectively nationalized or privatized and put up for sale to interested investors, with the available options being restricted by which economic system a country is operating under. Additionally, buildings can now potentially have a different owner for each of its levels.

Instead of hanging around on the farms doing what could (God forbid) be considered ‘working’, the Aristocrats of East Anglia now stay in their Manor Houses and enjoy the proper leisurely pursuits of a countryside gentleman or gentlewoman
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Liberty Desire (Update 1.7)​

Update 1.7 adds Liberty Desire for Subjects that restricts both which actions they can take against their overlord and which actions an overlord is able to take against them. Liberty Desire is calculated on a variety of factors, such as how intertwined the subject’s economy is with their overlord, and can increase or decrease over time. AI subjects will have a number of new diplomatic strategies influenced by their liberty desire, such as pursuing independence or remaining a subject but seeking greater autonomy from their overlord.

Owing to a relatively high level of Liberty Desire, Cambodia is pursuing a strategy of increased autonomy and self-reliance, but will not seek full independence yet
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This is of course by no means an exhaustive list of everything we’re adding in Sphere of Influence and 1.7! There are new companies, new flavor events, more historical characters, new clothing and changes to the map, to name just a few. Since there is a lot to talk about, we’ll be releasing weekly dev diaries for at least the next couple of months!

That’s all for today. Next week we begin the deep-dives into 1.7 and Sphere of Influence, on the topic of Power Blocs!

Below you can see the Upcoming Dev Diary Schedule, so mark the dates down for when we go over your topics of interest!


Date Topic
21st MarchPower Blocs
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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I do like that the image you chose for an international lobby is social democrats betraying the revolution, lol.

Speaking of that, excited to set up an internationale! That's one of the things I thought was missing from the base game and I'm excited to see it in game.
 
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Speaking of that, excited to set up an internationale! That's one of the things I thought was missing from the base game and I'm excited to see it in game.

While the power bloc will work well for the Third International/Comintern, I still hope that one day we will get a mechanism for cooperation among IGs (independent of player action), which would be necessary to model the First and Second International.
 
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The Great Game is a major new content addition adding a new Objective and new Journal Entries focused on the historical Great Game that played out between Russia and Britain in Central Asia. The Objective can be played as either Russia/Britain or one of the other involved powers such as Persia, and which country you select changes the conditions required to ‘win’ the Great Game. The new Objective ties directly into numerous new Journal Entries such as Persia’s ambition to restore its hegemony over Afghanistan, most of which will be present even if the Objective isn’t selected and so will also drive AI behavior in the region.​

I have to admit that I had already forgotten that Objectives were a thing in Victoria 3. I think I have played each Objective exactly once (for the achievements), so I'm curious how it will work if some content of the game is gated behind choosing an Objective (at least that's what "The new Objective ties directly into numerous new Journal Entries such as Persia’s ambition to restore its hegemony over Afghanistan, most of which will be present even if the Objective isn’t selected ..." sounds like).
 
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While the power bloc will work well for the Third International/Comintern, I still hope that one day we will get a mechanism for cooperation among IGs (independent of player action), which would be necessary to model the First and Second International.
Lobbies won't fully represent that, but it will get closer than any other game I've seen.
 
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SO excited about the ownership rework!!

Will the initial ownership of a building level upon construction depend at all on who paid for the construction?

It always struck me as odd that the government pays all the construction (which, up until now at least, was the only real capital investment into the building) and then (depending on your laws) a bunch of private entities got the benefits of ownership. I know that's how real life works to some extent (i.e. if "construction costs" is an abstract representation of the public spending that enables business to happen in the first place, not to mention flat out government handouts for industry) but it just felt bad to see investment and ownership so divorced from each other in a game that is very much about the rise of capitalism as a global system.
 
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Sounds great! Will there be existing lobbies at game start, to make historical rivals and historically friendly countries more likely to end up as such? Right now the alignment of great powers seems quite random, apart from rivalries. The Greek/Russians/French factions in 19th century Greek politics also seem like a perfect fit for this.
 
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SO excited about the ownership rework!!

Will the initial ownership of a building level upon construction depend at all on who paid for the construction?

It always struck me as odd that the government pays all the construction (which, up until now at least, was the only real capital investment into the building) and then (depending on your laws) a bunch of private entities got the benefits of ownership. I know that's how real life works to some extent (i.e. if "construction costs" is an abstract representation of the public spending that enables business to happen in the first place, not to mention flat out government handouts for industry) but it just felt bad to see investment and ownership so divorced from each other in a game that is very much about the rise of capitalism as a global system.
This is correct. Government-built becomes government-owned and can then be made available for privatization (or in the case of LF, *has* to be put up for privatization).
 
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Just to repeat what Wiz wrote earlier so people don't get false expectations from this thread :D
We will answer most of your questions in the upcoming Dev Diaries about their specific topics. In their threads we'll then also be able to provide more detail to follow-up questions.
 
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And that's where the lack of willingness of the devs to consider nationalist/cultural movements as IGs hit the wall and show how much it is needed.
Edit: it did already hit a wall with voice of the people ignoring nationalism, now the wall is just bigger and thicker.

Rather than nationalist/cultural movements being IGs themselves, there could be movements supported by IGs. For example most of the Nationalist movements in Central Europe and Balkans were backed by their intelligentsia and sometimes military, while in certain places it could also be devout and rural folk. It makes no sense that nationalism itself would be an IG when that's the case.
 
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Building Ownership Revision (Update 1.7)​

The mechanics for Building Ownership are completely revised in the 1.7 update so that the owners of a building no longer have to work in that building, or even live in the same state - London-based Capitalists can now own buildings all over the world, and buildings can be selectively nationalized or privatized and put up for sale to interested investors, with the available options being restricted by which economic system a country is operating under. Additionally, buildings can now potentially have a different owner for each of its levels.
This is amazing. Will owners have any say over how their buildings are run - i.e. PMs?

Interest Group Lobbies (Sphere of Influence)​

In Sphere of Influence, Interest Groups can now join Lobbies with specific foreign policy agendas centered around other countries. These Lobbies form organically as the result of a new system of Diplomatic Catalysts: A lobby friendly to Great Britain might form after the signing of an alliance with them, while a lobby hostile to Austria might spring up after being defeated by them in a war, all depending on a variety of diplomatic and political conditions at the time the Catalyst occurred.

Lobbies will try to promote or counter the interests of foreign powers and will help or hinder your diplomatic efforts based on whether your goals align with their own. Lobbies that are friendly to a specific foreign power can smooth the way for diplomatic agreement that would otherwise not be possible, but will oppose hostile actions and undermine any war efforts against that power, while unfriendly lobbies will try to hinder diplomatic efforts with the country of their ire but may create an opportunity for a key alliance with their rival instead.
Will there be any pre-existing flavour coding for influence lobbies at game start, either in the form of pre-existing lobbies or more complex foreign policy positions (e.g. encoding the Jeffersonian isolationism versus (Teddy-)Roosevelter-jingoism axis that seems to have informed a lot of US foreign policy thought throughout this period)?

Power Blocs (Sphere of Influence)​

... as well as creating custom statues to reflect the glory and reach of your Bloc.
What on Earth?
 
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Everything looks really good! I'm really excited to finally see that foreign investments are here and that now the upper strata pops in my homelands will benefit from the resources in the colonies.

However I have a question: in Dev Diary #102 in the features planned for the free updates, one of the points was "Have Interest Groups weigh in on Diplomacy", are IG Lobbies what this is referring to?
It seems that Wiz has partially responded to my doubt, implying that we will get Lobbies even without SoI.

Lobbies will still form and have certain mechanical impacts without Sphere of Influence, but the content such as opportunities etc will be exclusive to the expansion.

Anyway it will be a shame if my Interest Groups won't have an opinion for starting a Conquest Diplo Play on another country, despite having either a Jingoist or a Pacifist leader, because they are not part of a Lobby that directely afffects them.
 
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With so many possible power blocs, is it possible for a minor or major power to actively declare neutrality?

And even, dare I ask, start a league of (armed) neutrality?
 
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In terms of balance, does this mean that we'll see greater inequality? E.g., a world where London capitalists have obscene SoL, but the rest of Britain is impoverished? And if you're a smaller country, does this shift the balance (e.g., you maintain independence as Kongo and get rich by soliciting foreign investment in rubber)?

Would also be cool if nationalization creates a casus belli.
 
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If you do not own Sphere of Influence you will still be able to do Foreign Investment in your subjects.
Gonna re-iterate a question from a previous announcements thread: I don't suppose junior partners of customs unions count as subjects for the purpose of foreign investment?

a multilateral military alliance between several Major/Great Powers, or an economic cooperation with numerous countries in a unified market.
Sounds cool, will probably be better for mods like Lunabups' Cosmopolitan - Modern Day Basemap which currently puts a microstate in Brussels as the leader of a 'European Market'. Will also be good for alliances in other mods as well (although for the modern day premise I'm not sure if countries would quite be able to be part of both a military alliance and a separate economic power bloc?)
 
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Seems like Q&A is over, but one more for good measure: is international debt something that’s being looked at in this dlc? Ottomanization would be interesting to see
 
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