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Victoria 3 - Dev Diary #118 - Power Blocs Round Two

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Hello and happy Thursday!
It’s Lino, back from the depths of development, to talk about more details on Power Blocs, one of the central new systems coming to you with Sphere of Influence on June 24.
If you don’t know anything about Power Blocs yet, I recommend you to give my first Dev Diary on them a good look because we will be referencing a lot of the terminology today.

Small disclaimer for today’s Dev Diary:
You will see a lot of WIP values, for modifiers and bonuses, for special powers and so on. Take them all with a grain of salt please, as we’re in the process of touching a number of these right now. If you have feedback on them, we’re happy to read it though! We have plans to adjust some values before release.

Identities​

On release, there will be five different Central Identity Pillars to choose from for your Power Bloc. One of which is available to everybody, even if you did not purchase the DLC.

The Identities differentiate themselves from another by a couple of things:
  • All five Identities have a unique power that the leader has access to which is central to how the Identity plays out
  • They have one or more unique effects for the leader or members
  • The Primary Principle Groups which each Bloc needs at least one Principle from are different
  • Some Principle Groups are unlocked only by a specific Identity
  • How a Power Bloc’s Cohesion value is calculated depends on its Identity


Even if you do not own Sphere of Influence, you can play as the countries that have a historic Power Bloc at game start, even if they are not a Trade League (Great Britain, Russia, Ottoman Empire, Austria). You can keep the Principles their Power Blocs start with, that you would not usually have access to, but you will not be able to expand on them or replace them with other principles you could not usually pick.

The five Identities are:
  • Trade League (free with 1.7)
  • Sovereign Empire
  • Military Treaty
  • Ideological Union
  • Religious Convocation

So let’s look at some Identity details, shall we?

Trade League​

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The first big thing we can see for the Trade League Identity is their unique attribute which automatically makes every Power Bloc member part of a Customs Union under the Power Bloc Leader.
This lets you recreate the Customs Union pact functionality which will be removed with the 1.7 update.
Don’t worry, for all other Identities there will be an alternative path which we’ll get to.

Next up, we can see the Bloc Leader only effect for Trade Leagues. In this case, 4 Trade Routes will be free of bureaucracy cost for the leader.

Also the Internal Trade Principle Group is unlocked by this Identity and is in fact one of Trade League’s Primary Principle Groups. One of these Primary Groups is required to be picked from when you first create your own Power Bloc.
Speaking of that Principle Group, here is a closer look at Internal Trade.
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As you can see, the first tier comes with a heavy hitter in the form of a bonus to Market Access Price Impact (also lovingly called MAPI) for all Bloc members.
Growing convoy contributions to the Power Bloc Leader can be seen, alongside tariff increases and other infrastructure improvements due to the harmonization of regulations within the Bloc.

The other Primary Principle Group for Trade Leagues is the External Trade Group:
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Note that in some cases (a customs union in the Bloc) the bureaucracy cost is not actually going to provide any benefit. But since you can use it also outside the Trade League, it will provide a benefit for you there.
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Due to unified trade policies, various improvements to Trade Routes can be found in this group. But we also see a new thing in the list, which is the unlocking of a new Production Method (PM) for Trade Centers.
When selected, that PM will replace the base PM since it is an upgraded version of it and provides you with a bonus to Influence!
Last but not least, we can see that on tier 3, members will gain the power to establish trade routes without requiring interest in the region. That should make it easier, even for small member countries, to engage in trade across the globe.

The last thing that is specific for Trade Leagues is how their Cohesion value is calculated. For this we look at the leader’s GDP share of the total Bloc GDP. The higher the leader’s share, the better for Cohesion. Then we also apply a penalty for each shortage that is happening in your market. To compensate for this, we are adding a bonus for each top producer of a good (rank #1 to #3).

Sovereign Empire​

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Onwards to the Sovereign Empire Identity. At game start, multiple Power Blocs will have this at their core. Namely the British, Russian and Ottoman Empire.
It allows the leader to subjugate other Power Bloc members and make them a vassal of their own!
Additionally, choosing this Identity reduces the weekly Liberty Desire progress of all subjects that the Power Bloc leader has. Note: The current effect’s description is wrong, it will be updated for release to indicate this applies to their subjects, not themself.

Next up we also have two Primary Principle Groups for the Sovereign Empire. Let’s start with a closer look at Vassalization:

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We can see that it does what the name promises - various improvements to having subjects and managing them with the third tier even allowing you to enact decrees in your subjects which you use to further bolster them.

Next is a group that is exclusive to Sovereign Empire Power Blocs, Exploitation of Members:

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Here we see that this group comes with some penalties for the regular members, in favor of only providing the leader with benefits.
In turn, since members will not enjoy that of course, the Power Bloc’s Cohesion takes a hit. So you will need to evaluate if the benefits outweigh the costs for you or if you are able to find other ways to cut down on Cohesion penalties.

Speaking of Cohesion, for Sovereign Empires you will have to manage your subjects and strengthen your Prestige. The highest Liberty Desire among the leader’s subjects imposes a penalty of equal value. So if the British East India Company has the highest Liberty Desire among the British subjects with a value of 40, the Cohesion penalty will also be 40 for example.
On the other hand leaders get a bonus to Cohesion based on their share of total Prestige in the Power Bloc.
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The third Identity we’re looking at today is the Military Treaty (yes, it received a catchier name).

Military Treaty​

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Military Goods Cost is a placeholder effect which will be replaced before release

First thing we see is “Allows free War Goal”. But what does that mean? It means that the Leader of a Military Treaty Power Bloc may add a single secondary War Goal to any Diplomatic Play of members that the Leader is also involved in, even if they joined of their own volition. This war goal can “cost” up to 30 maneuvers, but it will not actually subtract any when selected.

There is also a placeholder modifier in this screenshot (which will be replaced before release!), that reduces the military goods cost for all Bloc members. In its place another effect is going to be added, with the focus remaining on the military side of things of course.
In addition there are a few more for increased Prestige from Power Projection for both, leader and member.

As for the other identities, we have two Primary Principle Groups, one of which is exclusive to Military Treaty Blocs.

The first group is Defensive Cooperation:

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Like most other Principle Groups, Defensive Cooperation does what you would expect. Through mutual commitment, Power Blocs with this Principle are not able to wage war among each other. On the higher tiers, swaying countries gets easier if you’re the target of a play and on tier 3, all members are being forced to join all Diplomatic Plays if a member is being targeted.

But what would imperialism be without waging some war yourself? That’s what the other, exclusive to the Military Treaty group is for:
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Ranging from lower infamy generation to forcing every member to join all Diplomatic Plays of any other member, this group is for you if you’re planning to conquer the world (or at least parts of it). Beware of the Cohesion penalty on the third tier due to members not wanting to go to war constantly.
Cohesion in Military Treaty Blocs is dependent on the leader’s share of the Bloc’s Power Projection, similar to how Prestige works for Sovereign Empires in that regard.
Reductions to Cohesion are based on the highest infamy value in the Bloc and the country with the worst relations with the leader.

Next up, we’re taking a peek at Ideological Unions:

Ideological Union​

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Here we see that Ideological Union leaders can Force Regime Changes in member countries. There are a few conditions like how different their laws need to be compared to the leader’s, how much Cohesion the Power Bloc has and some minor others.
When you do it, what happens is again what you would expect: You enforce a regime change on the target country, changing their laws, without having to go to war.

Good thing the Ideological Union Power Blocs have an easier access to Regime Changes. Because one of the negative Cohesion factors for these Blocs is the country with the biggest difference in Governance Principles and Distribution of Power law groups compared to the leader.
A positive factor is found in the form of the leader’s Legitimacy.

Creative Legislature and Ideological Truth are the two Primary Principle Groups for Ideological Union Power Blocs, with the latter being exclusive to them.
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For Creative Legislature we see various bonuses to the enactment of laws. It allows you to have more setbacks on the third tier, essentially giving you another roll at it, in addition to the reduced stall chance, making the process proceed faster. Also, it reduces Movement spawn chances that would undo the work you are trying to do with the enactment of your desired law.
Now let’s take a look at the Principle Group exclusive to Ideological Union Blocs.
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Here we can see that this group focuses on Interest Groups (IG) and your government. It not only makes unwanted Agitators’ lifes harder, lets you bolster your desired IGs and suppress your enemies at the cost of less authority, but even increases your Minimum Legitimacy by 25 on the third tier.

The fifth and last Central Identity Pillar is great for everybody who always wanted to play as a religious great power, uniting the world.

Religious Convocation​

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Religious homogeneity is what this Power Bloc Identity strives for. It allows leaders to impose their state religion on other members. It’s an unique Diplomatic Action which will set a member's State Religions to the leader’s. Similarly to other Power Bloc Leader actions, it requires a certain Cohesion and Prestige value and also cannot be used immediately on a new member.

The Religious Convocation Identity also boosts conversion rates in all members, which goes nicely with your power to convert Power Bloc members. For release, we’re supplementing this effect with another one, likely along the lines of reducing radicalism.

Its Primary Principle Groups both deal with the involvement of church in different aspects of life.
The first of the two is also exclusive to the religious Identity - it’s Divine Economics.

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We see here that we get various effects with relation to faith and economy. Higher subject payments if they’re following a different religion, but on the flip side higher trade route competitiveness if they are following the same religion for example.
The PMs that you can unlock on tier 2 allow you to exchange some workforce in the new Manor House and Financial District buildings with Clergymen. You don’t have to make use of it of course, but you get the option to.

The other Principle Group is Sacred Civics:
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This group features three unique effects. It improves upon Liberty Desire and general acceptance for diplomatic proposals if the country shares the same state religion.
On tier 3, you can see it also allows the leader to impose their own church and state laws onto Power Bloc members.

Cohesion for Religious Convocations has a few factors as well. First, it looks at the leader’s Devout IG clout to determine a bonus to Cohesion. Secondly, we add or subtract Cohesion based on the lowest share of population in a Bloc member that follows the same religion as the leader’s state religion.
So if you have a member that has 0% of their Population following the same religion as yourself as leader, you will get a penalty, but if you are actually able to have the lowest member value be 50%, you will get a bonus instead.

That was a detailed look at all the Identities. But wait, there’s more!

Principles​

Apart from the Primary Principle Groups, there are a number of other groups of different flavors that you can make use of to assemble your dream Power Bloc. In total, including the 5 Identity exclusive groups, there are 20 Principle Groups with three Principles each for you to choose from.
Here are some examples:
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This Principle Group is the alternative route to get to a Customs Union without having to pick the Trade League Central Identity Pillar.
It comes with a few other bonuses on the lower tiers, in particular the +5% MAPI bonus you have seen in the Trade Union exclusive group.

Another example I’d like to show because of its differently themed effects is Police Coordination.
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This group provides multiple positive effects for the Police Institution in particular and upgrades its effects. The +50 Authority and reduction in Political Movement Radicalism is applied to each level of the institution. So the deeper you go into this, the more you will profit from it too.

The last group we want to show you today is dealing with Foreign Investment.
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We can see three interesting effects in this group. On the first tier, you will get a higher amount of Leverage from Economic Dependence which, if you recall, is based a lot on how many investments you have in another country which makes them more dependent on you.
The second tier provides you with a reduction for Nationalization cost, which you can make use of to decrease your own dependence on other countries for example.
On the last tier, every member of the Bloc gets automatic Investment Rights in other Members of lower rank. This should allow you and other powerful countries to spread your influence inside your Bloc more easily, which in turn makes it more likely for the lower rank countries to stay inside your Bloc.

Another thing that has changed slightly since the original Power Blocs Dev Diary is the slots that are available to your Power Bloc.
If you own Sphere of Influence, by default each Power Bloc you’re leading has two slots that you can fill with Principles.
Even if you don’t own the DLC, you will still have one slot available for customization, where you can choose one of the two Primary Principle Group paths to take.
You can unlock the third and fourth slot by overtaking the other Power Blocs in the rankings for which we look at the total prestige of all members.
For the third slot you will need to be among the top 5 Power Blocs and have at least 5 members, the fourth one will be unlocked if you are among the top 3 and have at least 10 members in your Bloc.
Due to this change, we have removed the maximum number of Principle Mandates which you can spend. So in theory you can now get to 4 fully leveled tier 3 Principles, it is just going to be harder for you to do so.

Next, I’d like to provide you with a seemingly small, but significant update to how we deal with Leverage.

Leverage 2.0​

Since the last Dev Diary on Power Blocs, we have made some changes to how Leverage works and also added a few more sources of Leverage. If you recall, Leverage is what you need to build up in other countries to make them join your Bloc.
Apart from the sources mentioned last time, we have now added factors for adjacency, meaning if you have a direct adjacency or a treaty port for example, you will get more Leverage in the target country. High infamy values on the other hand will reduce the gain of Leverage, so you will have to keep it in check if you want to make good use of the resources you’re investing into building up Leverage.
Various other diplomatic pacts now will also provide or reduce the Leverage you can build up in other countries.

The main change we’ve done though is how Leverage is calculated. Before it was basically a never-ending race of building up infinite amounts of Leverage. Now we have changed it so that there is instead a shared pool of 1000 Leverage which all involved parties (including the target country) need to fight over. This value of 1000 never changes, never shrinks or grows.

The best way to understand this is by looking at a screenshot of the WIP tooltips that our UX designer Aron has made:

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Here we see (from the British perspective), how Leverage over Greece is currently split up and what distribution it is trending towards.
In the upper bar, we see the current Leverage situation and we can see that Greece is currently able to stand up for itself against the Blocs trying to influence it. Its value of 584 is 490 higher than the British value which therefore is currently at 94, resulting in 9.4% Leverage Share for Great Britain. The Greek value is also directly translatable into their Leverage Share of 58.4%. The target country’s Share is called Unclaimed Leverage since no Power Bloc is taking that for themselves. If no Power Bloc was active in gaining Leverage in Greece (this should barely ever be the case), their Leverage Share/Unclaimed Leverage would be 100%.

What is actually happening in that situation though is that all 4 involved Power Blocs currently have a higher Leverage Factor (which is kind of like a Leverage “income”) than Greece has resistance. They might have a bunch of diplomatic agreements with Greece or trade or have sided in Diplomatic Plays with them for example. So over time, the Greek share of the pie will decrease, while all Power Blocs in this case will make gains and expand their influence over Greece, eventually (and if nothing about this situation changes) resulting in the situation depicted in the bar on the bottom of the tooltip.
The Russian Empire will have roughly 40% of the Leverage Share then and will likely be able to invite Greece to their Bloc with a good chance of success.
You can hover over each bit of the bars of course to get more detailed information on how the depicted share is calculated.

This system change makes Leverage something worth fighting over even if you are late to the party because nobody will be able to accumulate mountains of Leverage before you try yourself to get active in the country.
It also makes it possible to not only build up more Leverage, but reduce another Bloc’s Leverage Share, by having more positive Leverage Factors going for you than they do.

Another thing that we’d like to bring to your attention is a few examples for how Leverage is tied into our narrative content, in particular the Great Game content that was presented to you in the previous Dev Diaries for the Great Game and the Graveyard of Empires.
For example, in the Afghan unification, if you appeal to Great Britain or Russia, this will create Leverage on your country for their respective Power Blocs.

Similarly, the Eastern Frontier Journal Entry buttons and also an accepted Circassia recognition will create some Leverage for the according Power Blocs in the target country.

That’s it for today. We hope you liked this expanded outlook on Power Blocs. Next week, Alex is going to talk about some general changes that we’re making with the 1.7 update. Get ready for a cute mapmode and have a lovely rest of this happy Thursday!
 
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The second tier provides you with a reduction for Nationalization cost, which you can make use of to decrease your own dependence on other countries for example.

It seems very illogical to me that the Foreign Investment II principle makes nationalization cheaper.
Especially if it applies to all bloc members as the description says, but also if it would only apply to the bloc leader. It's basically the opposite effect of what you'd expect.

Otherwise, many cool ideas in this dev diary.
 
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We mentioned it in the comments of the Art Diary previously and elsewhere e.g.

View attachment 1137652
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Just to be clear, with that treaty type gone, does that make Prussia start its Zollverein as a Trade League power bloc?

Also, what does that mean for the German unification gameplay in general? The customs union treaty is needed to push many of those little states over the threshold to support a unification. With that gone, how is the loss of that option offset?
 
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Just to be clear, with that treaty type gone, does that make Prussia start its Zollverein as a Trade League power bloc?

Also, what does that mean for the German unification gameplay in general? The customs union treaty is needed to push many of those little states over the threshold to support a unification. With that gone, how is the loss of that option offset?
We've seen that the Zollverein is a Trade League in previous screenshots. This means that the most likely path to German unification is going to be through uniting the German states in a single power bloc and, if you are not Prussia, fighting for leadership with them within the Zollverein or creating your own bloc and bringing the German states into your bloc through exerting leverage over them and weakening Prussia's.
 
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So I see the British Empire starts as a Sovereign Empire. Which principle does it start with? Exploitation of Members principle is my guess.

Also, there seem to be little to distinguish the British Empire from Russian and Ottoman empires, since the former is more commercial / trade / mercantile oriented than those latter twos. Exploitation of Members is close enough, though, I guess, in terms of the mercantile character of the British Empire.
 
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My concern related to this DD specifically is that some bounces are clearly stronger than others, not because they are necessarily better but because of how the game works. For example, everyone could see that the price of military goods is very impactful; therefore, if it was going to be added like this, there was no point in doing anything else. That also applies to the MAPI modifier, and that is because MAPI is so impactful. On the other hand, because trade is so weak in this game, imposing more tariffs on external trade in practice means no one is willing to buy your goods. I don't know the real details, but I believe if, for example, the UK didn't get food from the USA during the Great War, they would have starved, but in the game, you can make enough farms to not need to import food at all.

My other concern that is related to this DD but is not specific to this DD is about the game overall that AI is terrible at everything, and making more systems that AI can't make the most of and players can is just going to make it easier for players to defeat AI and that makes the game boring.

I know this game is more fun when roleplaying but sometimes people want to do as best as they can regardless of whether it makes sense or not and that is when these things matter the most
 
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We've seen that the Zollverein is a Trade League in previous screenshots. This means that the most likely path to German unification is going to be through uniting the German states in a single power bloc and, if you are not Prussia, fighting for leadership with them within the Zollverein or creating your own bloc and bringing the German states into your bloc through exerting leverage over them and weakening Prussia's.
In that old DD there was mentioned that the unification mechanics wouldn't change, which means that eventually, once you unify, all your members of the Zollverein are gone and united into one German state. Then you're alone in your power bloc.

Once unified, there is no reason for Germany to be the leader of a Zollverein trade league, as that's merely the wagon they jump on to reach their goal.

There's also the open question of Austria. Since they also start with their own power bloc, does that mean unification into the so-called Super Germany isn't possible anymore? Because one nation cannot be member of two power blocs, and I think it unlikely that you can invite the leader of a power bloc into your own bloc.

That's what I'm asking about basically.
 
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In that old DD there was mentioned that the unification mechanics wouldn't change, which means that eventually, once you unify, all your members of the Zollverein are gone and united into one German state. Then you're alone in your power bloc.
That brings another question into mind, what if you have non-German states in the Zollverein
Like Belgium, or Italian states, or even African or Asian states

It reminds me of some HoI4 factions, where you can have Belgium join the United Chinese Front or the Co-Prosperity Sphere
 
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Is this new information or did I miss something in a previous dev diary? (The latter is definitely very possible)
It was implied.
 
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As others have pointed out, I just feel this mechanic is Victoria 3 going in completely the wrong direction. "Magic modifiers" and other "gamey" instead of "simulation" type mechanics is going the wrong way. It feels "board gameish" instead of the smoother simulation that the pops system aims for. Paradox is seeming to confuse that certain games are liked "in spite of" certain mechanics and not "because of".

EU4 is liked in spite of mana not because of mana. Paradox learned this the hard way on I:R.
HOI4 is liked in spite of balance of power mechanics not because of it.
Other have made the Stellaris federation bonus comments in this thread so I won't repeat them.
Etc.

I really hope this doesn't mark a new direction of modifier stacking like EU4. I'm not trying to overblow this, but first companies, and now this. Regarding the specific modifiers, not all the modifiers are bad here, but some are just bananas. The most egregious might be the Aggressive Coordination bonuses. A large bloc of nations is suddenly coordinating together for offensive wars and that is supposed to be less scary to other nations? It should instead send other nations running into their own bloc ala WW1.

Sphere of Influence is going to be doing great things like foreign investment, but I hope Paradox takes another hard look at blocs and the direction it represents.

Thank you.
 
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We will consider it.
But I will say that I think it does make some sense narratively. Countries reducing the hurdles to trade with each other, e.g. removing customs etc. would naturally increase a state's access to others.
Key word: "with each other". And that's why it's tier 2 version makes sense but not the tier 1, It gives the market access, but also tariffs on those who are outside, which is closer to the idea of an integrated market. Batter market with the involved ones, not as efficient with the non involved. Tier 1 is like saying "cooperating with x nation naturally increases the market access tho the whole world".

As the previous guy said, magical. And these kind of magical bonus stacking is what I am afraid of aswell.
 
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There's two things I still don't get:
  • Why are power blocs designated as one single type? I'd say power blocs could be "trade leagues" and also have a military treaty.
  • Why can countries still only be part of one power bloc?
The power bloc system looks stiff and feels 'hardcoded' in general. The victoria series needs granularity and complexity to me rather than these set, defined 'blocs'. It feels cool on Stellaris, where the internal political/pop ideology setup kind of simplifies things by not changing almost at all throughout the game, but here it feels... off.

To what extent has the relationship between this mechanic and the rest of the game been thoroughly thought out? For example, what happens if the leader of a bloc falls to communism? Does the bloc collapse? I don't the British Empire would last if the UK was communist.

I'll be that guy, but the international treaty mechanic from Eu4 just looks more fitting thanks to the fact that it counters those two things that feel so off to me.
 
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As mentioned on Discord, bloc member cannot declare war against fellow members is what it translates to. That's why we wrote amongst and not against, because you can of course still join plays that are targeting (against) bloc members from the outside of your bloc.
Can you still initiate a play to lower vassal autonomy with this law, or does it prevent this?
 
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Some ideas for Principles (with stronger effects for each extra level):

Trade League:
- Industrial Throughput Bonuses due to standardization of industries accross that trade league
- Increasing Tech Spread for Production Techs

Sovereign Empire:
- Similar effects for Accepted Pops and Discriminated Pops from Citizenship Laws (so Accepted Pops become more loyal because of SoL increase, Discriminated Pops become more radical because of SoL decrease). Pops that are Accepted in the Leading Member's Nation are also seen as Accepted in the Non-Leading Member Nation, regardless of local Citizenship Laws. Extra advantage is an Authority bonus for each member state.
- The traits of the Ruler of the Leading Member now also affect the Non-Leading members (partially?).
- Increased migration from the Leader Member Nation to the Non-Leading Member Nations. Extra advantage for the Leading Member is an Influence bonus.

Military Treaty
- Increasing Tech Spread for Military Techs.
- Reduced Tariffs for Military Goods

Ideological Union
- Increased Tech Spread for Social Techs.
- Increasing Government Building Throughput (because of copy pasting policies from other member states).
- Increasing Art Academy Throughput (because of copy pasting propaganda from other member states).
- Spawning of ideologies in your country depends on the ideologies present in member states.

Religious Convocation
- Increased Political Clout of Clergymen
- Effects of Charity Hospitals and Religious Schools are stronger
 
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While you're at it, how about you add gestalt consciousnesses? Since we're going for Stellaris level of tabletop game bonuses and mechanics without historical or simulation grounds, why not go all the way?

Some psychic powers would also be nice. Oh, wait, those have been added already, the latest federation type is for the spiritualists.
I like what you say,a nd I like more what i see in your signaure. Why don't they hire people like you? Pople who grasp the concetp of what is possible with this game for it to be a total success....And i am not talking about marketing success, to take the gamers money with hyping and nostalgia baiting, and flashy at the first look mechanics, but then have an actually hollow game, that lacks deep interactive and fun mechanics.

This could be a success by being a really deep and captivating fun game, with deep and complex, but super fun and engaging mechanics and gameplay. A game like that will be a monetary success anyway, and last for ages, instead of having 70k ppl buy it, but they a 3-6k people play it. Yes, you made money, but have you tried to reach the perfection and excellence with your work??? That's what whoever makes the decisions up there should ask themselves.
 
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100% agree with trying to make the effects the least "gamey" things possible. Avoiding flat bonuses in favour of tying it to diplomatic actions and the like. So less good production and MAPI and more of the rest.

Unstructured spitballing of random bonuses/feedback:
- for foreign investment- consider giving the head of the block the ability to negotiate investment rights for the entire block for more bargaining strength?
- for sovereign empire: forbid subjects from trading with anyone but you? (Like spanish colonies!)
-internal trade is almost identical to market unification, maybe distinguish them more.
-for external trade: consider decreasing the diplo cost of trade agreements? The competetiveness part is really good.
-For ideological union excessive legislature - Idunno if I like having a general "you now good at law changes", shouldn't it be more like "you good at maintaining / reforming towards the ideology of the rest of the block"?
-for Id. Uni: consider adding pro-country lobby funding effectiveness for one of the principles. Spreading the revolution and all.
-for id uni id. Truth- consider boosting general generation ideology corresponding to ideology of head of state.
-for rel union- make the religious interest groups in other countries super likely to join / create pro-country lobbies for the head of the block if they're the same religion since you essentially become the head/representative of the religion.
-for military treaty- allowing you to station unmobilized troops / ships in all block members HQs pre war for offensive coordination. Auto mil access.
-I like the idea of not having the military call to arms be obligatory, but heavily pushed.
-for defensive union, instead of obligatory join war maybe obligatory "guarantee independence"? Or call to arms automatically sent?
-for offensive coordination, send call to arms to all instead of forced join with penalties for leaving? Or make some way for uninterested parties to not join.
- for mil union: Im not a fan of the infamy reduction bonus or goods produced thing. Consider doing something like bonuses to war exhaustion or war support when in a war with a fellow block member.

Try to make the modifiers non-gamey when possible! Messing with interest group approval or ai diplo feels less arbitrary.
I love these, I REALLY hope the devs see this because these are amazing non-stellaris principle ideas
 
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Just wanted to give some feedback from my initial reaction to the bonuses.
I think the +5% MAPI bonus is a mistake. The common market was already going to be really strong and it was going to the go to pick for players. But the +5% MAPI is going to make it so that not being part of a Power Bloc with that bonus is like shooting yourself in the foot. Not to mention if you keep increasing the sources of MAPI you will eventually hit 100% MAPI and remove the point of the feature.

As to the Idealogical Union, I think thematically the bonuses fit, but I can already foresee myself exploiting it. My incentive will be to create the bloc and use it for my own internal management, changing laws with ease, rather than as a device for external policy.
Really good comment.

Feels like the person or team who made this bonuses has 0 clue how the game works. Just had a deadline to propose something, and that's it. We honestly would be better off if modders would just add these bonuses instead. Would be more balanced, would make more sense, and would be more fun to engage with.
 
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I’ve already commented a couple times, but only now was able to scrutinize today’s dev diary after work. And I must say, I’m finally sold that Power Blocs belong in the game. If all they did was define power structures and diplomatic relationships, I’d say that diplomatic pacts would be a better way to simulate those. What you present here, however, are mechanics that establish new diplomatic and political norms within a Bloc. I’m really pleased with today’s dev diary, and more excited than ever for Spheres of Influence! Great work guys
 
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That brings another question into mind, what if you have non-German states in the Zollverein
Like Belgium, or Italian states, or even African or Asian states

It reminds me of some HoI4 factions, where you can have Belgium join the United Chinese Front or the Co-Prosperity Sphere
Imho turning custom unions into power blocs is a huge mistake, and it will lead to unnecessary issues once devs will try to implement multilayered alliances.

A country in XIX century could participate in a custom union *and* a different power bloc. South German states in the Zollverein were part of the Austrian sphere of influence. Or even better: the failed attempt of a XIX cent pan-european economic integration:
 
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