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Victoria 3 - Dev Diary #109 - Power Blocs

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Hello and welcome to another Victoria 3 Dev Diary!
I’m Lino, a Game Design Lead on the project and today I will take you through one of the big features of the Sphere of Influence expansion: Power Blocs.

As Martin wrote last week, Power Blocs are multinational associations that are led by a Great or Major Power. They can take many different shapes, some of which I will showcase today. With your skills playing Victoria 3 (or rather: your skills picking Great Britain), you too should be able to lead one in no time, I’m sure!

Display of the most powerful members of a Power Bloc under Great Britain’s rule
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But let’s get into the details, starting with some general aspects.

General​

With Power Blocs, we are providing new and different opportunities for you to take control of one of these powerful empires, to assemble and customize your own Bloc, shape its effects on members to your liking and guide its expansion and struggle with other Power Blocs for domination over the region.

A country can only be part of one Power Bloc at the same time. That does not mean that a country is locked into a Power Bloc forever though. There are ways for them to leave and join another Bloc, if the conditions align or even for a Power Bloc to be completely dismantled.

Great Powers will generally have an easier time leading a Power Bloc than Major Powers, due to their higher budget of Influence which is part of the upkeep cost for Power Blocs.
Additionally there is a Cohesion penalty being applied to Major Powers leading a Power Bloc to reflect that they don’t quite have the authority or respect of others.
This fact and some other things we’ll get into later, should make the fight for the top of the Prestige leaderboards more rewarding and fun.

There will be some Power Blocs established at game start already, e.g. the Zollverein and the British Empire. You can start playing as Great Britain and you will already have a Power Bloc ready to go if you desire to do so.
But also playing as a regular member of any Power Bloc will feel different than being outside of them. While there are good reasons why you may not want to join any Power Bloc, there is also potential for powerful effects and cooperation with other members of the same Bloc.

Some of the Power Blocs at game start
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I hear you have managed to cut off Austria’s leash and were able to unite Italy. Very impressive. Now you are ready to create your own new Power Bloc. Let’s look at that process, which starts with the customization.

Customization​

When you form your Power Bloc, you can customize a few aesthetic things to make it look as pretty or crazy or as historic as possible - whatever floats your boat!
It starts with a name of course, I see you have called it “Venetian League”? Excellent choice.
It continues with the emblem. We’ve added a number of options for you to choose from to decorate your crest. For the color selection we have added support for a traditional color picker so that you have the full freedom to express yourself, be it pink, green or Prussian yellow blue.
You can also see that there is a selection for a Map pattern. This pattern will be displayed in the map modes that deal with Power Blocs and its color will be the same as your chosen primary color as you may have seen from the historic Power Blocs screenshot.

WIP Mockup of the Customization window for your emblem
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In the next tab you can find the Statue customization window. Here you can shape the looks of the fantastic monuments which countries of your Power Bloc can build.
There’s a variety of pedestals, statues and accessories to choose from to demonstrate your Power Bloc’s might to the world.
Countries in a Power Bloc will be able to build them and profit from their effects, which can be something like Influence, Authority or similar effects, based on how you want to shape your Power Bloc. Of course the Game Rule for Monument effects will be expanded to include Statues if you desire to disable their effects, and build them just for their looks.

WIP Mockup for the customization window
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One of the many majestic statues on the map
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Another addition that will bring Power Blocs more into the 3D world is a set of new vehicles, depending on the style of your Bloc.
You will also find that parts of the clothing of country leaders in the Power Bloc will change. So for example you may see sabres, medals or sashes being worn by them.
Which accessories are going to be worn and which vehicle will drive on your roads are based on what Central Identity Pillar you pick for your Power Bloc. We will share more information on these assets in one of our upcoming Dev Diaries, dedicated to cosmetics - stay tuned!

This fancy cape could be worn by your country leader too
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When you want to get from A to B while showing off
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Speaking of Central Identity Pillars, let’s have a look at them to see what might interest you for the Venetian League.

Central Identity Pillar​

Power Blocs revolve around a central set of values. These can range from bringing as many subjects as possible into their “glorious” empire (looking at you Great Britain and Russia), to a Bloc whose leader is interested in spreading their own religion throughout the world.

Identity Pillars change a few aspects of your Power Bloc:
  • They provide a special ability to Power Bloc leaders, e.g. the Trade League Identity making everybody part of a customs union under the leader, or the Sovereign Empire letting the leader turn a member into a subject of theirs under certain conditions
  • They define some “rules” for your Bloc, e.g. how Cohesion is gained (which we’ll talk about later)
  • They can unlock groups of Principles which is what I’ll talk about next
  • They define the rate at which you get Principle Mandates, which allows you to enact these Principles

WIP Selection of Identities
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When forming a Power Bloc, you will have to pick one of these Identities before moving on to the next step. Trade League it is? Great choice.

Principles​

Next up, you will have to choose your starting Principle. While Identities provide a central idea and a sort of rule set for your Power Bloc, Principles can provide more practical expressions of that.
Principles come in groups of three levels, generally providing different effects per level to all members of your Bloc. Some are beneficial for everybody, while others are particularly favoring you, their great leader.
The effects from Principles of higher tiers are always added to the lower ones. So if you have the tier 3 Principle of Defensive Cooperation unlocked, you also get the effects of tier 1 and 2.

WIP Selection screen, on release there are going to be more Principles to choose from
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A WIP example of the three levels of the Defensive Cooperation Principle Group
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Identities have one or more Primary Principle Groups which indicate a deeper connection to the Identity than most of the other Principle Groups.
You will be required to choose one of the Primary ones to form the Venetian League. Every additional Principle you pick at a later stage will grant a bonus to your Power Bloc’s Cohesion, which can be impactful. You can exchange it later on if you’d like, but you may have a very hard time doing so.

By having countries remain in your Bloc, you will unlock the potential to upgrade existing Principles or pick new ones with entirely different effects.
Each member of your Power Bloc contributes a number of points towards a Principle Mandate. The higher their rank, the higher their contribution.

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Each Mandate allows you to either pick a new Tier 1 Principle if you have an open slot, upgrade one of your established Principles by one Tier, or switch a Principle of any Tier to a different Tier 1 Principle.

Principles Overview section
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With the fancy customized look, the Central Identity Pillar and the first Principle picked, it is finally time to form the Venetian League.
Now all that’s left to do is send invitations. If at least one other country accepts, your very own Power Bloc is officially formed. Congratulations!

But how do you get other countries like the minors in the Austrian Bloc to join your Bloc and ensure they’re staying there so that you get more Principle Mandates?

Leverage​

That’s what Leverage is for. Raising your Leverage to overtake Austria might be a challenge, but it might also be worth it since you’re weakening their Bloc at the same time as strengthening your own.

There’s a couple of factors that contribute to Power Blocs building up Leverage on a country, such as:
  • At least one of the Power Bloc's members having an active interest in the country (a hard requirement for gaining Leverage)
  • Positive relations and certain other pacts like Alliance or Trade Agreement
  • Siding with target in Diplomatic Plays
  • Lobbies for or against your country
  • Economic dependence (which we’ll cover in more detail in a future Dev Diary, but which includes e.g. trade routes between the countries)

By default, Leverage will trend towards 0. So that means if you want to keep the Leverage you have on a country, say Switzerland, active or even increase it, you will need to engage with them in some form or another.

Keep in mind that conducting Diplomacy is harder for you, now that you’re part of a Power Bloc. Countries in other Power Blocs will feel intimidated and are less likely to agree to your proposals.
That would have been a good reason for you to stay neutral. Oh well, too late now!

There’s actually two values for Leverage. One that continuously builds up over time if you meet the requirements and another one, which is called Active Leverage that is the result of your own Leverage minus the next highest Bloc’s Leverage.
So for example, if you have built up 100 Leverage in Switzerland and the pesky Austrian Bloc has 80 Leverage on them, your active Leverage is only 20.

WIP Animation for Leverage map mode
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If you manage to get enough active Leverage, you can invite Switzerland to your Bloc. The active Leverage your Bloc has on them determines their likelihood of joining your Bloc if you ask them nicely. Their good friends came gladly after all.
But what if they decline? Well, you can always apply a slightly firmer grip if they need it and threaten war with them to force them into your Bloc. This will cause an amount of Infamy though, depending on how much Active Leverage you have on them.

Even after integrating Switzerland into your Bloc, Leverage needs to be kept up. Otherwise it opens the door to another Power Bloc doing the same as you have done and convincing them to leave your Bloc and join theirs instead.

It looks like you have learned how to get more countries into your Bloc. It is prospering and growing it seems. But I feel you may have forgotten about something you had better keep in mind.

Cohesion​

Cohesion is the measurement of how well the countries in your Power Bloc fit together. More than anything else it looks at the Identity to determine the target value which it will then trend towards.

There are some other things in the game that can generate or drain Cohesion though, e.g Principles providing a benefit or reducing it, actions that leaders or members can take, events etc.

Similarly to Legitimacy, the Cohesion value will be in one of five brackets, each having different effects on your Power Bloc. They are mostly around the gain of Leverage on members of your Bloc, but can even halt the progress of Principle Mandate generation.

WIP display of the Cohesion bar
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Now the main problem that you are facing, is that Leverage gain on members in your own Bloc is affected by Cohesion which makes it harder to keep them around.

Most countries that you add to your Bloc will also reduce your Cohesion. The more countries you have, the higher the speed of unlocking the next Principle Mandate, but the more difficult it will also be to keep control over your member countries, potentially leading to them being pulled into a competing Power Bloc.

Kicking a less powerful member out might be worth it in order to restore balance. Similarly helpful could be picking a more generous Principle as your next one.

When you have found a way to stabilize your Bloc to comfortable levels, you should look for the next potential target to acquire.
Finding the balance between how many countries you can support to keep under your reign and where you invest your diplomatic resources is going to be key if you are leading a Power Bloc.
Maybe you should stick to Bavaria and Denmark as your next targets, on the other hand the contributions of a Great Power like France would bring might be worth it…

Power Struggle​

So you managed to get France to join your Venetian League? Congratulations!
I’d like to point your attention towards France’s Prestige. Since it is more than 20% higher than yours, they have automatically initiated a Power Struggle. If they succeed in keeping that score up for a full year, they will assume leadership of the Venetian League, demoting you to a regular member. France might even want to rename your Power Bloc afterwards. Mon Dieu!

Let’s hope Power Blocs find a better end under your leadership once Sphere of Influence releases in May.

When that happens, note that there is going to be a core version of Power Blocs that is going to launch with the free update for all players, even if you didn’t purchase Sphere of Influence.
The free version allows you to pick the Trade League Identity, making it possible to recreate shared markets, whose functionality we’ve moved from a diplomatic pact into the Power Bloc feature. It also replicates the Sphering mechanics from Victoria 2 in a more natural way than subjugation or negotiating for Customs Union pacts, though of course Power Blocs take this even further with more mechanics and depth.
Part of the expansion for Power Blocs is all customization and the vast majority of advanced mechanics and effects like the other Central Identity Pillars, Principles and Statues.

That’s it for today. Next week, I’m going to tell you more about the changes to Building Ownership and what that enables you to do - Foreign Investment!

Overview for all upcoming Dev Diaries:
Date Topic
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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Does liberating a country build up a certain amount of Leverage in them? I want to be able to say break the Ottoman's hold on the Balkans by liberating Bulgaria and then be able to use that action to help push it into my Power Bloc so I can exert greater influence over them.
 
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What did I just read? Statues and accessories? Who the hell needs that?
Some people like pretty things, and the art team need their jobs...

I like that so far the benefits of power blocs which have been shown are related to changing the relationship between bloc members in a certain way rather than just lavishing bonus modifiers everywhere (for example, the defensive alliances shown could have very easily been conceived as increasing army morale in a defensive war with a fellow member). Hopefully this theme will continue, and we won't be compelled to make XYZ kind of power bloc purely because of a desire to stack bonuses.
 
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What combination of power bloc type, statue effects and principles I need for successful power bloc world conquest?
 
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The free version allows you to pick the Trade League Identity, making it possible to recreate shared markets, whose functionality we’ve moved from a diplomatic pact into the Power Bloc feature.
Thank you for this! Great powers were getting everyone in the same custom union before way too easily and it was pretty ahistorical. Having a shared market because of a power bloc is much more historical.
 
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I was honestly hoping you'd be able to be part of multiple power blocs as long as they were of different types. So Great Britain could be part of the British Empire which is a Sovereign Empire bloc but also later on part of the Triple Entente which would be a Defensive Military Organization bloc. As it stands now Britain would have to ditch the British Empire for the Triple Entente or turn the British Empire into the Triple Entente somehow. A bit disappointing to be sure.

Also I want to ask how strict the Principles are going to be based on the Identity of your Power Bloc. It feels weird if you have one that's meant for defense and start adding all these economic principles to it, will there be some sort of limit to how many other types of Principles you can add? The Principles should be mostly focused around the Identity of the Power Bloc, if it's an economic bloc you should have mostly economic principles, if it's military bloc you should have mostly military principles, etc. Or is that something that will impact Cohesion so that if you add too many Principles that aren't reflective of the Power Bloc's Identity it will tank its Cohesion and cause it to break apart?
We don't want to limit player expression too much by enforcing you to play only the military/defensive ones if that's your Identity.
So that's why we've added the Primary Principle Groups which forces you to pick at least one (that's 25% of your slots after all) and then reward you with additional Cohesion for each additional point you spend in these groups.
That is something we can tweak according to player feedback of course if it's really not working, but I believe at this point that the compromise we've landed on works fairly well.
 
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Do you have to be recognized to create a power bloc? Would China be able to create a power bloc, or could you make a world where an unrecognized Siam leads a power bloc for maintaining independence from Europe?

It sounds like this makes power blocs naturally more hostile to one another. Does this make it less likely for e.g. France and Britain to become friendly over time?
 
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We understand there's some concerns around the effects.
I'd encourage everyone to either try it out and see if they are okay with it or activate the game rule which disables the effects.
You do NOT need to play with the effects enabled to have a good time in the game, we're not balancing the game around having x statues that provide influence to you.

Oh don't get me wrong, I will definitely try them out and see how they feel.

I'm just a particularly prickly/salty bastard that likes playing with Monument effects being on but there are some monuments (Like the Mosque pre-nerf where it was Global or the Monument in Beijing) that push me towards turning the effects off, which I feel is a missed opportunity. Now of course, if they end up being eh it's possible to mod them into something else and most likely will be modded, but that's more of a band-aid fix if the design turns out to actually be problematic.

I may come off as harsh in my wording without realizing it and I apologize for that, isn't the actual intention and I don't mean offense with it, I'm mostly putting it out there just to the perspective itself is out in the open for you folks to get a finger on the pulse of how some subsects of the consumer base feels about the presentation of the mechanics so far and how visible said subsect actually is.

I appreciate the work y'all have done so far and like I said, I pretty much adore everything in this and the previous DD.
 
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Will alliances of Power Bloc leaders extend to whole of Power Bloc?

For example, can there be an "Entente" of Great Britain, France and Russia while all three lead their own "Sovereign Empire" Power Bloc? Which can be opposed to a "Central Power" as a "Cooperative Military Organization" Power Bloc lead by Germany?
There's only an "enforced" alliance between Power Bloc members if the according Principle has been picked.
If GB, France and Russia all have an alliance with each other (if their Power Blocs allow that) but are leading separate Blocs, then that is fine. But there's no "this alliance declares war on that Bloc" interaction (at least for now).
 
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Does this mean that getting active interests is going to be much harder in Sphere of Influence? Right now it's pretty easy with just having a decent navy and you don't have much of a reason to have more than three interests.
No, we're not making major changes to Interests that I'm aware of.
What was meant by "hard requirement" is maybe a bit too much of a designer speak for "You need to have this in order to do anything". So without an interest, you will not gain Leverage.
 
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If you choose one of the non-trade league identities, does that mean you’re locked out of having a customs Union with bloc members?
I think you can still add principles that run counter to the central pillar, but they might make it harder to build cohesion.
 
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Looks neat! A bit sad that a country can only be part of one PB at the same time, but that's alright, I guess it would have been quite weird and have introduced a lot of headaches

A few questions:
* What are the (current) existing power blocs at the start of the game?
* What happens if no country in the PB is a major power/great power? Does it dissolve? Or if everyone except the current leader leave?
* Can a country willingly relinquish their role as leader, and dissolve the PB/let someone else take their role?
* Can two countries that are part of the same PB be at war with one another? Either directly or indirectly (joining the opposite sides of a diplo play)
* Is joining a PB part of the diplo play (reverse-)sways available?
 
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Will there be any flavor text for the starting power blocs? Some people may get their kicks from custom statues and vehicles, but I’m more of a historical trivia kinda guy.
 
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A small suggestion - maybe the principle levels can each have different names? For example Defensive Cooperation I could be "Mutual Non-aggression", Defensive Cooperation II could be "Strategic Cohesion", and Defensive Cooperation III could be "Offensive Alliance"

Also is there any plan to emulate great power military blocks in a way that doesn't conflict with the power bloc system? Because after this DD it seems quite clear that power blocs are much more akin to a more mechanically fleshed out "sphere of influence", so having multiple great powers be part of the same power bloc forces the weaker ones to cede their own spheres to the largest power, which is a deal no GP should take.
 
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I would also like to add to my big disappointment of not being able to join more than 1 power bloc. I can’t role play as the British Empire and join the Entente or the Holy Alliance to restore order in Europe and prevent WW1. Although I can understand it might be too overpowered , This seems too restrictive imo.

Maybe a co-operative military pact can a plane above Power blocs, like 2 factions in a League of Nations mechanic ? That way we can see which countries pick which side which will start the path to WW1?
 
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A country can only be part of one Power Bloc at the same time.
But why? I feel like there are many cases where countries were part of many power blocks at the same time. Couldn't it just be limited to 1 power block per central identity pillar? Like at the start There could be the zollverein as a trade league, the German confederation as political union, the Austrian block as a sovereign empire and the holy alliance as a military cooperation.
Each member of your Power Bloc contributes a number of points towards a Principle Mandate
Do disloyal vassals also contribute? Because if all vassal turn disloyal I would expect it to plummet.
There are some other things in the game that can generate or drain Cohesion though, e.g Principles providing a benefit or reducing it, actions that leaders or members can take, events etc.
Is cohesion affected by rivalries and relations between members? Like if serbia and bulgaria are rivals and both are in my power block, will that affect me?


Also what happens to your power block if you win a revolutionary civil war?
 
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