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Victoria 3 - Dev Diary #8 - Institutions

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Let’s talk about Government Institutions! These are the “services” your government provides to its Pops - and I use scare quotes here because while that does certainly include things like schools and workplace safety controls, it also means conscription offices, militarized police, and poorhouses.

While Laws are political hot buttons with your Interest Groups, Institutions are a side effect of those Laws, and it’s not as politically fraught to expand your pre-existing health care system as it is to establish or dismantle it. But the Laws that bring an Institution into existence also govern what side effects they have, and Interest Groups will care a lot about those.

As we all know, Institutions run on Bureaucracy like gamers run on caffeine (I would have said “cars run on gas”, but that isn’t universally true anymore, is it?). Bureaucracy comes from Government Administration buildings, which employ Clerks and Bureaucrats that consume Paper (and later on other goods, like Telephones) in the process. The more Government Administration buildings you have, the more and larger Institutions you can operate at once.

Running a positive Bureaucracy balance is great for remaining responsive to your people’s evolving needs. In the meantime, any excess Bureaucracy will be used to marginally improve construction efforts around your country.
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The cost of Institutions, or the cost of one level of an Institution, is dependent on the size of the population across your Incorporated states. An important aspect of Institutions is that the effects and benefits they apply only affect Incorporated parts of your country - if you have any colonial frontiers, contested territory, or recently annexed land you haven’t Incorporated yet, these do not pay taxes to you nor do they cost you Bureaucracy, but they also can’t access your awesome hospitals.

Ways of decreasing the cost of providing Institutions to your people include:
  • Passing Laws to decentralize your Bureaucracy with elected rather than appointed officials
  • Society inventions like Behaviorism that provide insight into people management
  • Refraining from Incorporating colonies and conquered territories
  • Sending a whole bunch of people to their deaths in terrible wars (warning: side effects may vary)
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Currently planned Institutions are:
  • School System - educates your populace
  • Health System - increases your population health
  • Police - decreases the effects of Turmoil
  • Workplace Safety - reduces workplace mortality
  • Social Security - impacts how poor your population can get
  • Home Affairs - counteracts revolutionary sentiment
  • Conscription - lets you recruit civilians as conscripts during wartime
  • Colonial Affairs - advances your colonial frontiers

To establish these Institutions you have to have sufficient Bureaucracy for their operation, and then enact an enabling Law. There are always several different Laws that enable a certain Institution, and which you choose will “flavor” the Institution accordingly. For example, the Colonial Affairs Institution will generate colonial growth in all your established colonies in relation to the size of your Incorporated population, by encouraging people to move and invest there. But if you have the Colonial Resettlement Law each level of it will also provide increased colonial migration pull to entice your population to move there, while the Colonial Exploitation Law will increase the throughput of colonial industries while reducing the Standard of Living of Pops who live there.

Switzerland has 3 levels of Religious Schools, 1 level of Local Law Enforcement, and 1 level of a Private Health System with a second level currently in progress.
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The Bureaucracy you invest into Institutions can be redistributed as needed, but this takes time. For example, if you have a level 3 Health System and level 2 Home Affairs, and a per-level cost of 142 Bureaucracy, you’re paying 710 Bureaucracy for the privilege which you have to generate from Government Administration buildings. But if your population grows such that each level costs 173 instead, maintaining these levels will cost you 865. Assuming this puts you at a deficit of -155 Bureaucracy, you will suffer a pretty hefty Tax Waste penalty, which causes a percentage of all taxes collected to never quite make it all the way to your treasury.

In response to this disaster you may be forced to reduce the level of one of these Institutions, which will restore your Bureaucracy balance to +18 while you expand your bureaucracy to be able to regain the lost level. If you took the level from the Health System, your Pops will suffer reduced health in the interim, while if you reduce Home Affairs, you better hope you have no anarchist bomb-throwers lurking around in the shadows. Since Institutions expand gradually, restoring your lost level will take some time, so if possible it’s best to stay ahead of the change and expand your Government Administration proactively if you experience strong population growth or immigration waves to your incorporated states.

That’s all for Institutions! Until next week!
 
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Right now it seems that every Institution costs the same amount of Bureaucracy. Can we mod it so different Institutions have different costs? After all, Private/Charity Welfare/Healthcare would be a lot cheaper for the state than Public Welfare/Healthcare, and just a bit outside the timeframe, but one of the main reasons the Franco regime originally handed education to the Church was because the regime just didn´t have the resources after the chaos of the civil war. It would be interesting if for example we may want to implement Public Schools in our country, but have to do with Religious Schools for a time because we simply lack the money to implement a Public School system, which would be an issue to deal with when playing poorer countries-
 
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Idk if someone asked this already but is there the potential for an institution to become self-perpetuating in a country with little control over their laws like a democracy with a weak central authority figure? I.E. the institution causes an interest group to oppose laws that would weaken it, and said interest group becomes very prominent in politics?
 
Idk if someone asked this already but is there the potential for an institution to become self-perpetuating in a country with little control over their laws like a democracy with a weak central authority figure? I.E. the institution causes an interest group to oppose laws that would weaken it, and said interest group becomes very prominent in politics?

At the start of the game this will probably be the default for a lot of countries. The current aristocracy have voting rights tied up so only the currently wealthy can take part. How you break their strangle hold so you can industrialise will be your first challenge.

As the economy grows the competing interest groups (industrialist, trade union, petty b) will start to rise. The industrialists being needed to keep the country competitive and the trade unionist being boosted by certain research fields should keep the political situation dynamic for most places.
 
As it's come up a few times I want to address the feedback that certain Institutions, like schools and hospitals, are more suited to being Buildings than nation-wide Institutions.

There is nothing fundamental in the game's core mechanics that prevents this. Institutions have an effect on states, and Buildings can be scripted to have the exact same effect on states. Furthermore, Buildings can take varied input goods (such as medicine for hospitals and small arms for police stations) and require varied Pop professions, such that building Hospitals could employ more Academics (Doctors) than Bureaucrats, and so on. A modder could replace any Institution in the game with the equivalent set of Buildings with no adverse side effects in a couple of hours. Buildings can require Laws in order to be constructed and have Production Methods that can only be turned on during different Laws, so all of the functionality in the current system can be ported over to the Buildings system. So why haven't we done this?

There are a number of reasons, actually. The foremost of them is that enacting a Law is a promise. If the Petit-Bourgeoisie are upset at the lack of Police and Poor Houses to keep the rabble off the streets, they'll be pleased when you enact a Law that enable these Institutions, and once enabled you have to pass a Law to abolish it to get rid of it and its administrative costs. If we instead had a Police Station building and a Poor House building then the P-Bs would be pleased once the Laws that permits you to build them are passed, but you're under no obligation to build and pay for them. This is pretty cheesy and creates a disconnect between the political gameplay and the economic gameplay.

Another, related, aspect is that Bureaucracy is intended to discourage sprawl and reward countries who choose to build tall. If you're a militaristic superpower who aggress your way across a continent, you're going to have a hard time extending all these guaranteed government services to your newly annexed lands. "Incorporation" of a state is a permanent choice of declaring a state an official core part of your nation, thereby taxing the population in exchange for extending all your Institutions to them. All this costs Bureaucracy, so smaller, tighter countries have a much easier time providing services to their population than vast empires do. Again, this dynamic doesn't work if you can just choose who gets access to how many government services and who doesn't.

The final major reason is the large amounts of frankly boring micro this would require many countries to engage in. Chances are very good that once you have a Health System you're going to want to extend its function to at least most of your states. Spamming Hospitals in every state and then keeping up on what level they are in order to ensure they provide the right amount of health care to all the people who live there sounds awesome on paper, is a terrible game experience for larger countries, and frankly isn't a very interesting choice. Now multiply this experience with all the different Institutions you'd rather have as Buildings.

Having said all this the system is very flexible, and if we find in playtest that, the above reasons notwithstanding, a certain Institution would in fact work better as a Building it is relatively easy to rework it!

To be honest, both options are unnapealing to me. The system as designed feels like institutions are just modifiers, and the one where you'd build everything sounds like a chore in the making.

Would it not be possible to find a middle ground by taking a page out of Stellaris' book? Say you enact the Hospitals Institution - it still costs Bureaucracy, but it also generates a series of new jobs across your incorporated urban centres, adding new jobs for Academics (the Doctors), Clerks (Admin staff), Laborers (the Nurses, cleaners, etc) to each Urban centre, and perhaps some Urbanization.

This way the bureaucratic aspect of institutions stays, but it also has an effect on the demographics of an area by providing a series of new jobs - and institutions in turn aid urbanization.

Ontop of that, if we were to go a bit further - make urban centres consume some extra resources like Cloth, Tools, and other stuff to similate the Hospital supplies.
 
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To be honest, both options are unnapealing to me. The system as designed feels like institutions are just modifiers, and the one where you'd build everything sounds like a chore in the making.

Would it not be possible to find a middle ground by taking a page out of Stellaris' book? Say you enact the Hospitals Institution - it still costs Bureaucracy, but it also generates a series of new jobs across your incorporated urban centres, adding new jobs for Academics (the Doctors), Clerks (Admin staff), Laborers (the Nurses, cleaners, etc) to each Urban centre, and perhaps some Urbanization.

This way the bureaucratic aspect of institutions stays, but it also has an effect on the demographics of an area by providing a series of new jobs - and institutions in turn aid urbanization.

Institutions should absolutely be connected with the POPs system! The state can pass whatever laws it wants, but if it doesn't have the resources to make good on those laws who cares? A state can pass laws promising universal healthcare, but if it doesn't have the educational facilities to train doctors then it doesn't matter.
 
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