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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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Gotta give the 3D guys something to work on. Implementing a menu to pick some random asset out of it and then slapping that in a province ID is very little work compared to anything else and it increases the value of the DLC for various groups of people massively compared to the work it requires on the programming side. So, really, why not is the real question.

That's just for the implementation and the fallacy of everybody on the team programming crap. Design and Balance wise, that's another thing.

Would appreciate if you did not assume other poster's "fallacies" without better knowledge. Did my message hit a nerve for some reason?

Graphics team also develops the product. Their work must also be planned, led, integrated and tested. The time spent in statues would in my opinion still be better used elsewhere.
 
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As I mentioned in another reply, military alliances between GPs continue to work, even if they both have their own Bloc.

So if two GPs with their own blocs go to war with a third party, they can drag everyone in their respective blocs to join in so long as the principles “force” the members to do so?
 
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These powerblocks look much alike federations in stellaris.

I do not like scores and numbers to grind power blocks levels, feels artificial.

I’d very much liked players being able to play with members behaviour (AI strategies) to decide if they are in or out of the block. Thus, personality of the members influence the block actions, defining the block not the other way round.

Agreed. Between this and the high emphasis on visual customisation (capes? really?), the whole system feels a bit too game-ey for my taste.

I also wonder if the often ideological nature of these Power Blocs is a good idea for representing an era of European geopolitics defined by pragmatism. Would liberal France and autocratic Russia still become long-term allies under this system? Would Prussa and Austria not find common ground as conservative monarchies?

I feel like a stick in the mud, but something just feels off here. There seems to be much more emphasis on tools we can use to define the power blocs, but less about what to actually do with them in wider diplomacy.
 
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Perhaps the Northern German Confederation should have been a Power Bloc "Sovereign Empire" - or something similar for Prussia, which had ambitions of German unification.
 
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Might change “Congress System” to “Metternicht System” which believe is the term generally used to describe Austrias policy towards its sphere of influence at this time.
 
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I think the desire for having multiple power blocs representing things like the entente or central powers would best fit in as a special type of bloc unlocked with multilateral alliances tech that allows you to be a part of these "super" blocs.

My real concern is more that we might get a shoe-horned in implementation that no one is happy with rather than leaving in some room in the future for a dedicated mechanic centered around "Great War(s)" expansion?
 
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Would appreciate if you did not assume other poster's "fallacies" without better knowledge. Did my message hit a nerve for some reason?

Graphics team also develops the product. Their work must also be planned, led, integrated and tested. The time spent in statues would in my opinion still be better used elsewhere.

I mean sure, I'll bite. What would the 3D artists, the 3D artists team lead, and the art design lead work on instead of this for this DLC, outside of more clothes for the characters -- which I'd be happy with as well -- ?. The systems of having Monuments created on a province ID that doesn't exist at game-start already exists with the existing monuments, the UI work for them to be in the building tab exists already, so that mostly leaves cooking up the customization system that's as easy as crafting a new menu with different options that picks assets from a pre-defined set and placing them on specific/random provinces of the Power Bloc Leader for programming and just doing a quick verification of them testing wise.

Testing art assets is a chore but its neither difficult nor that time-consuming once you know what you're looking for when you have a defined and small number of them and I do that for a living. Slotting the customization into the greater system is chump change if the system is planned for it from the beginning compared to everything else in the system.
 
I think the desire for having multiple power blocs representing things like the entente or central powers would best fit in as a special type of bloc unlocked with multilateral alliances tech that allows you to be a part of these "super" blocs.

My real concern is more that we might get a shoe-horned in implementation that no one is happy with rather than leaving in some room in the future for a dedicated mechanic centered around "Great War(s)" expansion?
Yeah it’s pretty clear to me now that power blocks aren’t supposed to represent the WW1 alliances, they’re more broad and identity based. Big multilateral alliances are a different thing.
 
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Any plans for things like supranational political movements within blocs, e.g. "My (UK) industrialists (UK, British East India Company, Hanover) have unionized and are demanding Laissez-Faire", either via lobbies or just through expanding the existing political movements system?

(Obligatory jokey "...or globally? [The Internationale begins playing in the background]" addendum)
 
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Agreed. Between this and the high emphasis on visual customisation (capes? really?), the whole system feels a bit too game-ey for my taste.

I also wonder if the often ideological nature of these Power Blocs is a good idea for representing an era of European geopolitics defined by pragmatism. Would liberal France and autocratic Russia still become long-term allies under this system? Would Prussa and Austria not find common ground as conservative monarchies?

I feel like a stick in the mud, but something just feels off here. There seems to be much more emphasis on tools we can use to define the power blocs, but less about what to actually do with them in wider diplomacy.
What puts me off is the bonus on existing game mechanics that magically you can attain because you are part of a power bloc. What has diplomacy to do with construction points or trade competitiveness? The game already has economy tied variables that affect those (construction buildings, ships, ports, laws, etc...)

The proposed system is immobilistic and rigid. The player that transforms the nation values (politics) and wants to pursue new objectives is tied to an existing power bloc that cannot be easily changed.

Imagine power blocs that are dynamically created following the alignment of nations interests. Having dynamic power blocs allows another layer, i.e., international diplomacy, to be added to the game similar to politics to try and change other nations goals. Power blocs will describe those nations that are aligned and to be part of that power bloc will require sharing the goals of the other members.

Another missed opportunity with the current implementation is for smaller nations to play power blocs to their benefit. For example, an independent nation may cater to opposing power blocs objectives to keep their independence without partaking in any bloc.

To define blocs dynamically the game could use the ai_strategies already in the game, grouping by categories:

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It seems like people are mistaking alliance systems with power blocks. The Entente was a set of 3 matching multi lateral alliances, not really a power block as the games is implementing. What Germany was looking to create out of Russia in Brest Litovsk would have been a power block and NATO would as well, but the Entente and Triple Alliance were more like 3 countries agreeing to be friendly and talk about things before reaching for the sabers.

The Entente, unlike the Triple Alliance and the Franco-Russian Alliance, was not an alliance of mutual defense and so Britain was free to make its own foreign policy decisions in 1914. As British Foreign Office Official Eyre Crowe minuted, "The fundamental fact, of course, is that the Entente is not an alliance. For purposes of ultimate emergencies, it may be found to have no substance at all. For the Entente is nothing more than a frame of mind, a view of general policy which is shared by the governments of two countries, but which may be, or become, so vague as to lose all content".
 
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I find this a little disappointing, I can see unrecognised blocs having severe limitations compared to recognised ones but having the feature disabled entirely feels extremely harsh. Does this mean that unrecognised powers are now essentially prevented from having their own markets outside of their subjects?

As someone who almost exclusively plays as unrecognised countries because they're more challenging and interesting to play, this significantly disincentivises me from buying the DLC.
i think that allowing unrecognized power blocs allows for cool dynamics of decentralized countries. I can see a world where Ethiopia starts as a power bloc and unification works by pulling those blocs together via diplomacy and war, with different princes fighting for leadership.
 
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I'm finding the naming a bit confusing. So, if I understand it right :

- A Power Bloc is defined by its Central Identity. This Central Identity has effects on its own, and define which Principles you can add to your Power Bloc

- The Principles are kind of "perks" (in a RPG meaning) which gives either bonuses to members (or just the leader), or simply affect the way diplo works between members of a Power Bloc

- Depending of the Identity chosen, some Principle will be considered "Primary", which makes them provide a Cohesion bonus in addition to the rest of the effects

- Cohesion impacts mostly your ability to influence (and keep) the countries in your Power Bloc

- The more countries in your Power Bloc, the faster you gets Mandates, which are Principle upgrades/unlock

- If you are not the most prestigious of the PB, you can loose the leader role

I find it rather nice, even if I'm worried about the balance implications of Monuments being available more or less everywhere. The graphic side is also rather intriguing!
 
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Wow. This is a lot more than I was expecting. Part of me was concerned that Blocs were basically just going to be a late-game "super alliance" with maybe a random buff tacked on. Glad these will be something that you have to make a serious effort to maintain and grow.
Kind of disappointed about only being allowed to be a member of one Bloc at a time, but I understand that the alternative would likely be a little more chaotic than the devs would like.
 
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Really great changes all around. It seems like this captures what was great about Vic 2's spheres while getting rid of the tedious bits, and will make the diplomatic game much more enjoyable.

I have a question about modability for this feature. From the DD, I get the impression that only recognized countries (Major or Great Power rank) can establish power blocs, but I'm interested in modding in some historical "spheres of influence" among unrecognized countries. Are we able to mod the eligibility requirements for starting power blocs? Are we able to mod in a starting power bloc for a country which wouldn't be able to create one normally?
You will be able to mod the conditions for forming a Power Bloc and make it possible for unrecognized.
On the starting Blocs, and everything with Identities and Principles, I'm going to have a conversation with the directors and then I'll make another reply in here to get back with some more details on what's moddable.
 
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