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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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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!
Might this be affected by the voting systems (if any) current in the polity? It seems to me that proportional representation might tend to create more single-interest-group parties, while "first past the post" systems might tend to create more "big tent" parties that are coalitions of several IGs. Political party evolution/management might also be an interesting field, where parties abandon or embrace particular interest groups through time (both the USA and the UK have intriguing examples of this).
 
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I'm really curious how the minorities fit into this system. Will different nationalities of the Habsburg monarchy just support IGs based on their profession, join Interest Groups of their own (Hungarian nationalists, Slavic nationalists?) or just be politically inactive? What about religious pops of non-state religions?
 
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I like the idea of political parties mentioned at the end: historically speaking, political parties were by no means concrete things. They were more like formal coalitions of different interest groups. I think this historical nuance would be incredibly interesting in a video game. For example, what would've happened if the Republican party split in two, with a reactionary conservative and a moderate conservative? What if the Democratic party had a strong socialist section that eventually split into a whole new Communist party?

I think such a system would go a long way to help make Victoria III's games more memorable and unique.
You mean if the Republican Party split in two, like they did briefly in the 1870s with the Radical Republicans and the Liberal Republicans.
 
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IGs definitely are looking interesting! Just wish there was more said about them. I have two notes and questions:

1. It seems like IGs are not considered the same as ideology, that's pretty cool. Is it possible for my armed forces to become partially communist?

2. It seems like IGs are a zero sum game, unless I'm mistaken. That seems a bit odd to me, in a sense. Surely a landowner can also be a member of the Anglican church and provide his sizeable political clout to both causes?
This!
 
So, should the Hungarian nobles of the Austro-Hungarian Empire be a powerful Interest Groups? My question is, unlike the nobles and farmers all over the country, are some of the Interest Groups related to the territory? For example, the Hungarian nobles are also the rulers of Hungary, and their rebellion means the division of Hungary. Similarly, if this is true, the American Civil War will be better restored. Every state has its own interest groups. When the government opposes them, they will bring their own state to set off a rebellion.
 
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In the image of the Landowners Interest Group, does the blue Ideology indicate the personal Ideology of the Interest Group leader?
Yes, exactly.
1. It seems like IGs are not considered the same as ideology, that's pretty cool. Is it possible for my armed forces to become partially communist?
The Armed Forces' typical Ideologies favor laws that help sustain a strong national defense and keep the populace loyal, but it's entirely possible for the Armed Forces to gain a Leader that has a different ideological bent. In that case you can indeed end up with an Armed Forces that is strongly pro-Communist, which may be beneficial or problematic for you.
2. It seems like IGs are a zero sum game, unless I'm mistaken. That seems a bit odd to me, in a sense. Surely a landowner can also be a member of the Anglican church and provide his sizeable political clout to both causes?
While each individual within a Pop is considered to support a single Interest Group in this tooltip, functionally there's no difference between 150 people in a 1000-strong Aristocrat Pop giving all their support to the Anglicans and all 1000 individuals providing 15% of their Political Strength to the Anglicans. You can look at it however you like.
 
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I have a feeling that it would be great if there were different political parties, and they could be either supported or opposed by the various different interest groups based on their platform and/or what they do in power. Also, I would like to ask whether elections will be in the game and if so, how will they be implemented?
Parties being just clusters of interest groups kinda waters down stuff substantially. One can be a Christian socialist, liberal intelligetsia or conservative intelligentsia
 
I can't wait to see how the IG's shared platforms will turn out. Coalition building is very important, even in modern parties, so being able to see them form is very exciting!

Is it possible for the player to direct the development of Interest Groups (i.e. by setting up religious or yellow-liberal trade unions, or appointing a socialist priest as head of the State Church)?
 
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So when someone shifts from a system where you need to be wealthy to vote, to one when wealth is not checked does the voting power of wealthy pops go down to 1 per voting individual, or do they still retain some of their improved political power over poor pops.
 
Another great DD! It's really looking good this interest groups, and gives hopes to see that political parties will eventually make to the game. The leader portrait is looking good also, this add another level of flavor to the game! Keep up the good work!
 
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How do the views of an IG change? Is this mostly dependent on the (hopefully then not fully) RNG based leader?
Outside of major events, yes. Leaders are randomly generated but this is strongly influenced by the Interest Group in question and the state of your country. You might end up with an Abolitionist as the country's religious leader, and this might be much more likely depending on what your state religion is, while you're not going to get an Anarchist Leader of the Armed Forces.
 
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In the second screenshot, what do the attraction percentages mean? They're not the percentage of the pop that supports a given interest group (756 is 59% of 1281, not 1500). I'm unpleasantly reminded of Stellaris's ethics attraction numbers, where until recently the amount of pops expected to support a given ethic never aligned with reality.
 
Yes, exactly.

The Armed Forces' typical Ideologies favor laws that help sustain a strong national defense and keep the populace loyal, but it's entirely possible for the Armed Forces to gain a Leader that has a different ideological bent. In that case you can indeed end up with an Armed Forces that is strongly pro-Communist, which may be beneficial or problematic for you.
Will those leaders shape the interest group's ideology even beyond their lifespan?

To use the example given above, if the military interest group ends up supporting the establishment of a Communist regime, would subsequent leaders of that particular interest group be more likely to be ideologically Communist as well (or at least loyalist to the new Communist regime given their past history)?
 
The Armed Forces' typical Ideologies favor laws that help sustain a strong national defense and keep the populace loyal, but it's entirely possible for the Armed Forces to gain a Leader that has a different ideological bent. In that case you can indeed end up with an Armed Forces that is strongly pro-Communist, which may be beneficial or problematic for you.
Will individuals support IG's based on their ideologies then? If the Armed Forces gets a communist leader will that mean that many people will shy away from supporting them if there aren't many communists in the country?
Also will the IG instantly get their leaders ideologies? That seems to me like it would make all the IG's highly volatile?