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Victoria 3 - Dev Diary #6 - Interest Groups

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Hello once again and welcome back to yet another Victoria 3 dev diary. Where previous dev diaries have been focusing on the economy, we’re now going to switch gears to another core pillar of the Victoria series - internal politics! More specifically, we’re going to be talking about Interest Groups, which form the nucleus of Victoria 3’s political gameplay.

What then, are Interest Groups? Fundamentally, an Interest Group is a collection of pops that espouse certain political views and want to change the country to be more in line with those views. Interest Groups are drawn from a number of different templates, but will vary in their exact views from country to country, based on factors such as the local religion, which social movements have appeared in the country or the personal views of their leader.

The Landowners is an Interest Group dominated by the Aristocracy and tends to be firmly in the conservative side of politics
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As mentioned, Interest Groups are fundamentally made up of Pops - all individuals in all Pops are either members of an Interest Group or Politically Inactive, with the ratio in each based on factors such as Profession, Wealth, Literacy etc. Individuals inside Pops contribute Political Strength to their Interest Group of choice, with the amount they contribute again dependent on multiple factors, the main ones being their material Wealth and the status (and/or votes!) they are offered under the nation’s power structure.

For example, a single wealthy Aristocrat in an Oligarchy will provide hundreds or even thousands times the political strength of a poor laborer. The total Political Strength of all Pops in an Interest Group is what gives it its level of Clout - the amount of political weight it can assert on the country and the government. It’s important to note though that Pops are not unified in which Interest Groups they support - individuals within Pops are the ones who decide their Interest Group, and a single Pop can potentially have individuals supporting every Interest Group in the game (in different numbers).

Some Pops have no political strength at all, usually due to being disenfranchised under the nation’s laws (such as people of a religion or culture that is discriminated against, or women in countries that haven’t instituted women’s suffrage). These Pops are ‘outside the system’ so to speak, unable to demand reform through the regular political system of Interest Groups, and instead having to rely on other methods to put pressure on the government, but we won’t focus on those today.

Individual members of a Pop can support different Interest Groups - or stay out of politics altogether!
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As mentioned above, Interest Groups have a number of ideologies which determine their views on which laws the country should or should not enact. Different Interest Groups will have different ideologies (the Landowners are significantly more conservative than the Trade Unions, for example - shocking, I know!) but these are not entirely set in stone - they can change over the course of the game and will also vary based on the current leader of the Interest Group, who comes with his or her own personal ideology and view of the world. Additionally, some Interest Groups in certain countries have unique ideologies colored by their religion and culture, such as the Confucian Scholars Interest Group in Qing China who (unsurprisingly) espouse a Confucian ideology.

Interest Groups will generally favor laws that benefit them in some way
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I mentioned previously that Interest Groups have a level of Clout based on the total Political Strength of their constituent Pops. Clout is calculated by comparing their Political Strength to that of the other Interest Groups in the country - if all the Interest Groups in Belgium put together have 100k Political Strength and the Landowners have 30k, they correspondingly get 30% of the Clout in Belgium. The Interest Group’s Clout will determine their classification - Powerful, Influential or Marginalized.

Interest Groups also have a level of Approval, which is based on factors such as how much they approve of the country’s laws, whether they are in government or in opposition, and how many of their individual members are Loyalists or Radicals (more on those in a later dev diary). There are numerous other factors that can affect Approval as well, such as how you react to certain events or decisions that you take.

Together, the classification and Approval of an Interest Group determines which Traits are active for an Interest Group at any given time, and how impactful they are. There are different traits, positive and negative, with positive traits being activated when an Interest Group is happy and negative ones when they are… not so happy. If an Interest Group is Powerful, the effects of any traits they have active (good or bad) are stronger, while an Interest Group that is Marginalized cannot activate traits at all, as they are too weak to exert an effect on the whole country.

Traits are, of course, not the only way that Interest Groups can affect a country, and it’s even possible for one (or several!) angry Interest Groups to start a civil war, potentially bringing in foreign countries to support them.

Keep the aristocracy happy, and they’ll be more willing to reinvest their ‘hard-earned’ money into the country
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Now, something that’s been a hotly debated topic in the community in regards to Interest Groups is Political Parties and whether they will be a part of Victoria 3 so I want to briefly touch on this. What I can tell you for now is that we are currently looking into a solution where parties can form in certain countries as constellations of Interest Groups holding a shared political platform. This is something that’s by no means fully nailed down at this point though, so don’t take this as a 100% firm commitment to how they would function. What I can tell you for sure is that we will come back to this particular topic later!

That’s all for today, though we’ll certainly be coming back to the subject of Interest Groups and looking at the different types you will encounter in later dev diaries. With July and summer vacations coming up, we’re going to take a short break from Development Diaries, but we’ll be back on July 22nd as Mikael returns to continue talking about politics in Victoria 3, on the subject of Laws.
 
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It’s strange that people dislike dynasty management in a game called Victoria 3 no one expects it to be on the level of ck3 ofc but it’d be fun to be able to cause a ww1 family feud thing.

I'm not going one way or the other with the dynasty management thing (I don't think I'd be in favour of it in this game but I'd want to think it through before having a firm view) but iirc WW1 wasn't really a family feud - it had far more profound causes than that. If there had been different relationships between the various monarchs/dynasties and all else was equal, I expect it would have still happened.
 
It’s strange that people dislike dynasty management in a game called Victoria 3 no one expects it to be on the level of ck3 ofc but it’d be fun to be able to cause a ww1 family feud thing.
It's not strange at all that people don't want a feature that does not fit the theme of the game. The Victoria series is the single Paradox game with the greatest focus on the actions of the masses and that attempts to avoid the great man theory of history that permeates so many strategy games. Adding a marriage and dynasty management mechanic, and something that is already a core mechanic of another Paradox game, would be both bad theming and bad design.

I've been seeing this kind of thing a lot in here lately. People will make suggestions that ultimately amount to ripping the core design of another Paradox game and trying to shoehorn it into Victoria. Some people really don't seem to understand that each of Paradox's games has a very different focus, whether it be the dynasty and RPG focus of Crusader Kings, the economic and societal management focus of Victoria, or the military management focus of Hearts of Iron. There's a reason they're separate - because they're each the core focus of their own games - and trying to put one game's focus in another game is a really bad idea in terms of design and good gameplay.

Victoria is not Crusader Kings or Hearts of Iron and should not try to be either of those games. It is it's own game and people really need to realize that.
 
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There was one nod to this in earlier Vicky games: the Kingdom of Hanover started out as a dependency of the United Kingdom, because it had been in a personal union since the end of the Napoleonic Wars. When Queen Victoria inherited the British throne in 1837, she did not inherit the throne of Hanover, so the game was scripted to release it.
 
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There was one nod to this in earlier Vicky games: the Kingdom of Hanover started out as a dependency of the United Kingdom, because it had been in a personal union since the end of the Napoleonic Wars.
Longer than that :)

The Kingdom of Hannover was the continuation of the Electorate of Brunswick-Lüneburg (a.k.a. Electorate of Hannover), which entered personal union with Great Britain when Queen Anne died in 1714.
 
Longer than that :)

The Kingdom of Hannover was the continuation of the Electorate of Brunswick-Lüneburg (a.k.a. Electorate of Hannover), which entered personal union with Great Britain when Queen Anne died in 1714.
Until Napoleon conquered it. It re-entered personal union under George III (who by then had developed dementia) and his next two successors. In any case, the game did nod to that bit of dynastic history.
 
Public Schools causing increased attraction for government Interest Group is a neat idea, thanks!
I like this, but I’d say that Teachers would have to be their own thing as there are times when teachers will decide they don’t like their rulers and begin teaching the kids against the current ideologies.
 
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I like this, but I’d say that Teachers would have to be their own thing as there are times when teachers will decide they don’t like their rulers and begin teaching the kids against the current ideologies.
Public schools increasing attraction to the IGs Academics follow would make sense, if censorship laws aren't in place.
 
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Public schools increasing attraction to the IGs Academics follow would make sense, if censorship laws aren't in place.
I would suggest the following:
Religious education: increase attraction to whatever the Pious IG want.
Public schools: increase attraction to whatever the Intelligentsia want.
Public schools with State propaganda: increase attraction to ruling ideology
 
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Hello Victoria 3 dev team! Sorry if this is a relatively late response, but I have formulated a suggestion for how political parties could be implemented.
Political parties in my suggestion would be independent of interest groups with their own leaders (sometimes these are the leaders of interest groups, sometimes not, sometimes it's a council, etc. ). A political party has a 'party agenda' that lists reforms it SAYS it will carry out (the player or ai can not do this and lie to its voting base, but this is surefire to cause the party to collapse at the ballot, unless using, say, unorthodox methods on the campaign trail... ). The individual agendas will align with what some interest groups want. One party could have abolition as one of its agendas, which coincides with several interest groups who want abolition. An interest group will back a party. They tend to choose the party with the agenda that fulfills their wants, however, they can sometimes follow a party based on its or the leader's clout (a great figure, operating in a party that might not support the interest group but who is highly charismatic and respective, say Bismark )Thus, votes from interest group pops will go to this party, with a margin of error to represent dissident votes.
Party agenda changes over time. If one agenda is accomplished, say increasing workers' rights, then a new agenda takes its place, say protecting workers' rights. Another way parties change agendas is if their leaders change personalities. A socialist party leader could be more communist inclined and the party will adopt several of his ideas as agenda, while his successor could be more anarchist oriented and the party will change from more Communist agendas to anarchist agendas. It is highly unlikely for the successor of the the communist inclined leader to be a liberal minded man, though, and somewhat impossible for him to be a conservative's friend. The last way a party could change agendas is from their interest groups. Basically, once an interest group backs a party, it will start to influence it. Take a socialist party. The workers back this party over the liberal, conservative and other available parties. However, the worker interest group backing the socialist party doesn't meet what the workers really want. Over time, if they continue to back them, the party will be influenced and adopt more worker oriented agendas. This rate is influenced by relative clout of backing interest groups. So if the farmers back the socialist party later and they have a higher clout than the workers interest group, the party will begin to adopt more farmer oriented agendas while shedding some worker oriented agendas. Maybe the workers get fed up with this and drop backing this party and find another.
Parties can also change complete political ideology over time, like the Republican and Democrat parties of America. Parties should appear organically and cater to their first leader's goals. A template system could be formed to facilitate this. Thus a liberal party could be formed and will have something in the range of the liberal template for that region or culture. Again, parties change over time, and thus over the course of a decade or two the liberal party could become conservative while a conservative party could become liberal.
The great thing about separating parties from interest groups, in my opinion, is that laws could change how parties are. Parties could be banned, and thus interest groups are represented in government alone. Some states, like communist ones, could only allow certain parties with certain party agendas to form, say socialist parties, and if their agendas stray from ideological lines they could get banned, while maybe a slow drift over time loosens the communist state back to a democratic state that allows liberal and maybe even conservative parties to run. These "normal" republics could also ban communist or fascist parties and only allow centrist parties. This could greatly effect how one plays a democratic state. The state could also be a one party state with no parties allowed, like the USSR. Thus, only the party controls the agenda and can change only through leader change or interest group backings, not by any election.
Finally, coalitions and even party fusion could be handled by coinciding agendas. Say the liberal party wins a plurality in congress. It can't pass reforms by itself, in that case, though it can run the government. However, the longer it runs a minority cabinet, the more likely snap elections will be called, if legal in the country. Thus, the liberal party is inclined to seek another party who would be willing to go into coalition. A party is likely to wish to join a coalition based on its ideological position (conservatives to conservatives, liberal to liberals, liberal to socialists, etc.), leader personality and perhaps most importantly shared agenda. Even though a party may share a similar agenda, its leader might not like our liberal party or it might be conservative and thus may not want to be in a coalition. The more the agenda matches up, the more likely leader difference and ideological difference will be overcome, while the farther the parties are ideologically or the more different the party leaders are, the less likely the party will accept the liberal parties offer of coalition. When the liberal party finds a coalition partner, it will add on a new agenda. The coalition partner must not be angered by passing to many laws against its agenda or it will leave the coalition. The extent of this is determined by relative size of the partners (bigger parties can bully smaller ones). Different laws may require different levels of votes in congress to pass. Thus, sometimes coalitions need to be ad-hoc expanded. A party can be kicked from the coalition, but this will put an animosity malus until the next election that'll prevent the party from accepting another coalition invite. The same occurs if a party voluntarily leaves the coalition over grievances.
A coalition can be extended any time in the game. If, after a recent election, the coalition still has a majority, it will reign still, though the dominant partner may change. If it is a plurality, opposition parties may form a new coalition to usurp it. This would require an automization of coalition making for ai controlled parties. This could also allow the player to back a specific party with the hope of making a working coalition, even if he loses the majority of votes to the opposition party. This also will represent the differences between two-party and multi-party systems.
Maybe also consider the player and ai to create parties based on their current leaders, to make custom parties that are pro-government. Obviously this would be constrained by leader personality traits (no communist party with a conservative leader), type of government (no communist party with a monarchist leader), etc. This was not unheard of and could be used to simulate military coups (a party from the leader, not a leader from the party), or the introduction of political parties such as in Meiji Japan and the birth of the Rikken Seiyūkai and other parties, which were created by different Genrō to make certain pro-government parties to carry their interest to the new parliamentary institution.
Sorry for the long read, and keep up the good work! I hope this could be of some use to you in your work.
 
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paragraphs, fam.
 
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Sorry for the lack of paragraphs, my bad.

It's totally up to you, but if you went back into the post with the edit button, it would make it a lot more readable, which would make it easier for the devs to get to the information you've provided :).
 
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As a helpful suggestion, I am not reading it without paragraphs. I assume the same is true for the vast majority of forum members.
Same here. I need to be very convinced it will be good if I am to read that.
 
I think the interest groups are a good idea. I love political parties and elections, and having these all intersect may be the best way to go.

It may sound petty to some, but keeping the parties and elections is one of my big concerns so far. What I am seeing in terms of Vic3's other features is really great and I imagine I will be investing quite a bit of time and money in it. Vic2 is one of the best strategy games I have ever played.
 
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It's not strange at all that people don't want a feature that does not fit the theme of the game. The Victoria series is the single Paradox game with the greatest focus on the actions of the masses and that attempts to avoid the great man theory of history that permeates so many strategy games. Adding a marriage and dynasty management mechanic, and something that is already a core mechanic of another Paradox game, would be both bad theming and bad design.

I've been seeing this kind of thing a lot in here lately. People will make suggestions that ultimately amount to ripping the core design of another Paradox game and trying to shoehorn it into Victoria. Some people really don't seem to understand that each of Paradox's games has a very different focus, whether it be the dynasty and RPG focus of Crusader Kings, the economic and societal management focus of Victoria, or the military management focus of Hearts of Iron. There's a reason they're separate - because they're each the core focus of their own games - and trying to put one game's focus in another game is a really bad idea in terms of design and good gameplay.

Victoria is not Crusader Kings or Hearts of Iron and should not try to be either of those games. It is it's own game and people really need to realize that.
So warfare or economic building shouldn’t be in another game since it was in a previous title? That’s what you’re saying sounds like - dynasties have existed in all eras it’s not just a ck thing this isn’t Victoria 2 it’s 3 it shouldn’t be an hd remake. There’s a number of monarchies in the game start date we might as well remove them if their features are going to be crippled for the sake of “features not overlapping in games” instead of historical accuracy so again I urge the creators to pursue making a sequel not hd remake. Even the Inperator Rome Victoria mod will include flavor for monarchies it’d be immensely disappointing if it’s just a reskin of republic gameplay with a fancy new title as king or emperor instead of president. The characters should actually do something not just be there to be there.
 
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