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Victoria 3 - Dev Diary #129 - Discrimination Rework

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Happy Thursday Victorians!
It’s me, Lino and in today’s Dev Diary I’m going to walk you through the upcoming changes to one of the game’s central society features, namely the discrimination system.

Until now, discrimination was always binary in Victoria 3. A Pop either was discriminated against or they were not. This has led to a fairly one-dimensional feature where there’s not a lot of variety in what Pops can be experiencing. It also has made it hard for us to add harsh consequences to discriminated against Pops since it would have affected so many Pops around the world.

So we are taking some steps to make that more interesting. First of all, we’re saying goodbye to talking about discrimination. Instead, we are introducing the opposite, Acceptance.
Each Pop will have an Acceptance value between 0 and 100. This value is determined by the Pop’s country’s laws, in particular the Citizenship and Church & State groups which play the biggest role here. There are other laws that will have an impact, but we are going to talk about those in a later Dev Diary.

Primary cultures are clearly the points of authority when it comes to Acceptance values
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As you can see, the old rules of cultural similarity still apply in the new system. Now though, instead of being immediately accepted if the culture shares a heritage trait, they will gain a high acceptance value bonus for example. This allows a broader range of acceptance, from the cultures that are facing violent hostility to the primary cultures who will always have the highest acceptance value.
The religious impact is changed to provide a bonus if a religion shares a trait with the state religion.

This brings us one step closer to the full picture, but we’re not quite there yet. The Acceptance value actually determines which Acceptance Status a Pop has. There are five possible Statuses, ranging from Full Acceptance to Violent Hostility, which will be used in order to apply consequences to the Pops in question.

Figure.09: WIP list of effects. This is definitely going to change - we’re looking at solutions to make it more readable for release.
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You can see that we are not only reworking the system to fit the new vision, but are also expanding on it with new effects, besides the Acceptance value itself. From simple statistical changes like the tax burden per acceptance status to rules for who can work in government buildings or serve in your military, we have added a decent amount of new things to the laws.
Another factor that determines a Pop’s Acceptance value is the age of the Pop’s cultural community in their state. An immigrant Pop that is "fresh off the boat" will not be as accepted as that of another culture which has been there for 30 years already. No matter what your laws say, your Pops will need some time to get used to the new faces in their neighborhood–but, eventually, the new arrivals will reach the Acceptance value which the laws have determined for them.

“Have you seen the looks they gave us? By myself, I couldn’t stay here, but with you by my side I know I will make it.”
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Of course you can still improve your Pops’ situation by enacting more progressive laws. These provide higher acceptance bonuses to cultures. For example Ethnostate doesn’t grant any bonus to cultures that share a non-heritage cultural trait with your primary culture, but National Supremacy grants +25 acceptance if they do.

Alright, so you passed Multiculturalism, but you didn’t think your Pops would immediately hug and welcome the people they were despising yesterday, did you?
Law enactments that increase a Pop’s Acceptance value will suffer from a penalty much the same as the newly established cultural communities, which will decay over time. This shows the establishment of these new laws quite well and delays the full effectiveness of the more progressive laws.

Another thing we are changing is conversion and assimilation (so that your Pops can escape from the undesirable lower statuses of Acceptance).
When 1.8 comes out later this year, Pops will be able to assimilate and convert to any culture or religion that would provide them with a higher acceptance value, even if it is not the primary culture or state religion. There is a minimum assimilation value difference that needs to be crossed in order for them to be eligible. For example if their current Acceptance is at 25 and the minimum assimilation value difference from the Citizenship law is defined at 50, their target’s culture Acceptance would need to be 75 or higher in order for them to assimilate.
This still looks at cultures that are present in the same state, so if none of them have a value of 75 or higher, the assimilation could not happen. The assimilation process may also still be forbidden by laws, e.g. under all laws it is currently not allowed for members of the lowest status to assimilate at all. Similarly, Pops of the highest status also do not assimilate in the current setup, as they already possess enough rights and privileges to enjoy a good life.

All of these changes require a fairly substantial rework of our interface. A lot is currently still in development and is coming in pieces, so you will have to discover it on your own, but I still wanted to provide you with a faint idea of what’s coming.
The Cultures panel has been renamed to Society, which fits better since it also includes Statuses and Religion. The acceptance statuses are listed in a new tab, providing an overview of what percentage of Pops falls under which status and who exactly that is.

WIP interface showing the breakdown of acceptance statuses in your country
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In the end, we hope this feature rework will enhance your experience with regards to managing your Pops and that it will show much more variety in the Pops’ lives. Especially on the lower end of the spectrum, you should see a lot more consequences, as sad as that is.
This rework is an important step for us, since we can make better use of this system in future narrative content too, and we also have some ideas for future mechanical changes that require this rework as a foundation.

That’s all for today. Next week, on October 3, I’m handing it back to Martin again, who will provide some more information on what we’re doing with civil wars. That should be an interesting one, be sure to check it out!
 
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Nothing like that is currently planned. So you don't handpick the cultures and decide their acceptance status, but rather make changes to the big picture.
I could see us adding things the player can use to affect acceptance of certain cultures or in certain regions in the future, but none are guaranteed as of right now.
Wouldn't the solution in such cases be to release a vassal?

Generally speaking, players often prefer to annex brutally in order to control wealth directly (more profitable, less loss of control over what the AI does), whereas in reality this ‘letting go’ was often forced, in order to maintain local peace. Will this more granular discrimination system allow for real secessions (and not simple revolts that are quickly crushed) and cornelian choices for players at this level? I'm thinking in particular of Austria-Hungary, but also of the many colonial states in Asia and India where control was often exercised by local governments.
 
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I believe we left the rule in place. It also seems sensible to me. What would be your main arguments for changing it?
Realism. Just because a pop lived in their homeland didn't actually stop them from assimilating. Under the partitions, Poles still assimilated to some extent with the occupying empires. Living in Posen or Warsaw didn't stop that, and to be honest I dont see at all why it should. In part it was a result of organized germanization/russification campaigns, but the truth is simple. Some Poles were assimilating into German/Russian cultures over that span of those 123 years. (again, mostly for practical reasons, such as avoiding discrimination, to have better work prospects, education access etc.)

It seems to me like you might be looking at this strictly from colonial perspective, like, "why should Hindus assimilate with the British while still living in India?" But that's a very narrow view that doesnt take into consideration other scenarios in which assimilation occurs.
 
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I believe we left the rule in place. It also seems sensible to me. What would be your main arguments for changing it?
An example would be that the Ainu were almost entirely assimilated into Japanese culture during the time period to the point that there are likely hundreds of thousands of Japanese people living today who have no idea they are ancestrally Ainu. That currently can't happen in-game because Hokkaido is an Ainu homeland so they don't assimilate.
 
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Okay, this screen is a mess.
  1. It repeats "in the Cultural Erasure Acceptance status" over and over again, even tho that is the tab I am on, I understand, that this is what it means, please reduce the text wall by removing it.
  2. Some lines are not clear. "Wage for Pops"... well, I hope it exists? It should specify the modifier, -30% for example.
  3. All should use third person verbs. Why is Allows Assimilation, but Allow work.
  4. There isn't much information here on the data. I assume the size of bars at the top is somewhat proportional to size of population in this bracket, but a pie chart of number of people in this bracket by their culture could be nice. Also maybe a percentage number of pops in this bracket / all pops.
 
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seems to me like you might be looking at this strictly from colonial perspective, like, "why should Hindus assimilate with the British while still living in India?" But that's a very narrow view that doesnt take into consideration other scenarios in which assimilation occurs.
Maybe some explicit "colonial" statuses are needed.
 
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Wouldn't the solution in such cases be to release a vassal?

Generally speaking, players often prefer to annex brutally in order to control wealth directly (more profitable, less loss of control over what the AI does), whereas in reality this ‘letting go’ was often forced, in order to maintain local peace. Will this more granular discrimination system allow for real secessions (and not simple revolts that are quickly crushed) and cornelian choices for players at this level? I'm thinking in particular of Austria-Hungary, but also of the many colonial states in Asia and India where control was often exercised by local governments.
Vassal release is good but starts eating bird mana if you release a bunch of vassals and does not do the same thing (you lose general control over an area)

This system would enable de facto cultural autonomy to selected pops, and reasons for this can be various, I personally have reasons of historical realism and historical fantasy for the most part, and for role play reasons: like one part of my empire has been ravaged and bled for decades in war and I want to elevate them above all other non primary culture pops, as a token of gratitude, however I do not want to lose permanent control over the area and it's military capability
 
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Looking at just this, and understanding how the current implementation works, and so having a clear idea of what this version probably works like... I can't tell what I am looking at. Like is it supposed to be, that I am thinking "Okay, so Afro-americans in USA... they share a cultural trait, so it's +25"? Probably... but I am gonna take a different, clearly wrong, but fully compatible with this list idea, are Corsicans accepted in Morocco?
  • they have a culture (doesn't everyone?) so +10
  • they have two cultural traits, so that's +50
  • they have a heritage, so +50
  • I guess they have both a heritage and cultural traits...? Okay +75 it is
  • There is Corsican tag where it's a primary culture, so +100
Okay, so their cultural acceptance is 285... pretty average, I guess?

It doesn't specify, that these traits need to be shared with local primary cultures, it doesn't say they are mutually exclusive, etc. It's just a tooltip the players need to learn to understand what it was supposed to mean.
 
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A bit sad to not see interactivity with the system for now, like changing the individual discrimination rules for specific cultures for acceptance or at a cost of it, but maybe it will come in future updates.

There's currently that issue, when you play as a country with a sizeable minority, that there's nothing really to do about it. Peru, Australia, the companies, Guatamala, Boer republics... The cultural minority can actually be a big majority of the local population, but without passing multiculturalism it's just not something you can address in any way. At least it opens the possibility of keeping them willing to assimilate... Tho then they probably won't, because I assume the homeland rules around assimilation stay unchanged?
 
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I believe we left the rule in place. It also seems sensible to me. What would be your main arguments for changing it?

It currently includes any military buildings. I'll add it to our list of things to consider for a future version though. Thanks :)
The argument for allowing assimilation in homelands (with penalties of course) is to make assimilation relevant for European and Asian empires that comprise many homelands. Now assimilation is mostly a tool to deal with immigration and internal migrants, but it is not that useful for a conquering country. With the change you can both simulate historic efforts to assimilate cultures even in their homelands and add more benefits for keeping restrictive citizenship laws (so you can promote said assimilation) instead of just jumping to multiculturalism
 
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Currently it is fixed. We could maybe make it dynamic dependent on what law you are changing or maybe even how your society is composed (?) in the future.

Yeah, it could be few things
  1. Gap between old law and new law. So moving from Ethno-state to National Supremacy has something like a 10 year cooldown, Ethno-state to Racial Segregation has a 15 year cooldown, Ethno-state to Multiculturalism has a 75 year cooldown, etc.
  2. Gap between old acceptance and new acceptance. So moving from 25 Acceptance to 30 Acceptance has a 5 year cooldown, while 55 to 75 acceptance has a 20 year cooldown, and 60 to 85 has 25 years. Or something to that effect.
  3. Other policies reduce the cooldown. There's a lot of research into reducing prejudice IRL and I there isn't one slam-dunk answer how to do it. However, for a game like Victoria 3, the Contact Hypothesis is a decent framework, whereby social prejudice can be reduced when there is equal status, common goals, cooperation (or inter-reliance), and support from authorities. In game, this could simply mean that some laws reduce the cooldown when the citizenship law is changed, e.g. Mass Conscription shortens the cooldown because many different POPs are conscripted to serve a common goal in the army; public schools shorten the cooldown because children of different backgrounds are more likely to share a classroom.
 
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A) Is assimilation still forbidden in Homelands? E.g can Hungarians assimialte if their acceptence status is low enought? (I really hope so=
Assimilating in homelands wouldn't really make sense with historical behavior. Pretty much all historical cases of what in-game would be changing a majority culture in a culture's homeland were accomplished historically through migration of the country's culture's population into the area and migration of the homeland population out of the area, not through assimilating the existing people in the area. Even cases like parts of Wales becoming English in the 19th century were more through Welsh people leaving and English people moving in than the local Welsh population adopting English culture.
 
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The argument for allowing assimilation in homelands (with penalties of course) is to make assimilation relevant for European and Asian empires that comprise many homelands. Now assimilation is mostly a tool to deal with immigration and internal migrants, but it is not that useful for a conquering country. With the change you can both simulate historic efforts to assimilate cultures even in their homelands and add more benefits for keeping restrictive citizenship laws (so you can promote said assimilation) instead of just jumping to multiculturalism
It definitely should be possible, albeit with a huge penalty!

We already have many assimilation-related events that are rendered practically useless due to homelands being all or nothing.
 
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Even cases like parts of Wales becoming English in the 19th century were more through Welsh people leaving and English people moving in than the local Welsh population adopting English culture.
Is it, though?
Well, even if it is so, surely you won't argue that the Anglo-Irish case is the same?
We've been kinda ignoring the elephant in the room with a broader "Irish" label, but in fact the loss of the Irish Gaelic language speakers share is precisely "assimilation to a less discriminated culture" in game's new terms.
 
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The argument for allowing assimilation in homelands (with penalties of course) is to make assimilation relevant for European and Asian empires that comprise many homelands. Now assimilation is mostly a tool to deal with immigration and internal migrants, but it is not that useful for a conquering country. With the change you can both simulate historic efforts to assimilate cultures even in their homelands and add more benefits for keeping restrictive citizenship laws (so you can promote said assimilation) instead of just jumping to multiculturalism
Assimilation shouldn't be useful for a conquering country though. The game only takes place over a century, you're not going to have much population actually changing culture, and you really didn't see that historically even in Europe. What people seem to want to try and replicate in the game is the cases where due to poor economic conditions a homeland's population would leave the region for better prospects and the primary culture would move in in their place. Not assimilation of an existing pop. And in that regard, actually shifting the culture of European homelands should be very difficult to accomplish, because again the game only takes place over one hundred years. It's not something that should be easy to do just by existing and owning the land.
 
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Assimilation shouldn't be useful for a conquering country though. The game only takes place over a century, you're not going to have much population actually changing culture, and you really didn't see that historically even in Europe. What people seem to want to try and replicate in the game is the cases where due to poor economic conditions a homeland's population would leave the region for better prospects and the primary culture would move in in their place. Not assimilation of an existing pop. And in that regard, actually shifting the culture of European homelands should be very difficult to accomplish, because again the game only takes place over one hundred years. It's not something that should be easy to do just by existing and owning the land.
You are very correct in saying that "flipping" majority cultures in a province should not be easy. However, assimilation should still generally be possible, even if it is often not feasible.

What I mean by that is that homeland cultures should assimilate if all the laws, decrees, and modifiers are in place but still at a meager pace. There are many real-life examples of this, and I must admit that probably all are deplorable yet are in line with our historical/economic simulation.
 
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View attachment 1194160
Looking at just this, and understanding how the current implementation works, and so having a clear idea of what this version probably works like... I can't tell what I am looking at. Like is it supposed to be, that I am thinking "Okay, so Afro-americans in USA... they share a cultural trait, so it's +25"? Probably... but I am gonna take a different, clearly wrong, but fully compatible with this list idea, are Corsicans accepted in Morocco?
  • they have a culture (doesn't everyone?) so +10
  • they have two cultural traits, so that's +50
  • they have a heritage, so +50
  • I guess they have both a heritage and cultural traits...? Okay +75 it is
  • There is Corsican tag where it's a primary culture, so +100
Okay, so their cultural acceptance is 285... pretty average, I guess?

It doesn't specify, that these traits need to be shared with local primary cultures, it doesn't say they are mutually exclusive, etc. It's just a tooltip the players need to learn to understand what it was supposed to mean.
I thought it's pretty obvious?
I know you are just pretending to be stupid here, but knowing that acceptance ranges from 0 to 100 and that primary culture gets 100 acceptance, most people if not all would have guessed that these are mutually exclusive with only the highest one being active
 
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I believe we left the rule in place. It also seems sensible to me. What would be your main arguments for changing it?
For assimilating pops in homelands:
It's relevant for Russification (e.g., forced assimilation of minority populations in Siberia and Central Asia, in addition to migrating ethnic Russians to that area).
The more "fun" option is Austrian alt-history, or grosdeutschland: in the early 19th century, there was a big debate in Austria of assimilating populations by teaching them German language and culture. So there's a world where you see educated Poles or Hungarians assimilating to German-ness and a cultural homogenization of the country. It could be something similar to how South American cultures develop.

Someone else mentioned assimilation as an institution/law, which I think is the right direction. Maybe a new law group on assimilation, something like:
- Cultural preservation: lower assimilation in exchange for happier minority pops (so, weaker secession movements early game, but late-game you get a stronger nationalist secession movement)
- Natural assimilation: default
- Forced assimilation: decreases acceptance but increases pop assimilation rate and range of pops that assimilate
 
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I thought it's pretty obvious?
I know you are just pretending to be stupid here, but knowing that acceptance ranges from 0 to 100 and that primary culture gets 100 acceptance, most people if not all would have guessed that these are mutually exclusive with only the highest one being active
Some of the ideas I toss in are really quite stupid, yeah. But some are pretty understandable, and I can imagine people assuming one of those few things. The problem is, that's it's a tooltip, that should provide a good base for understanding the whole cultural acceptance system, but instead you need to understand the whole system to have an idea of what it does.

While I would still say the final +100 one needs a slight change in wording, it's certainly the most straightforward one. But being mutually exclusive comes mostly from knowing 100 is max (I guess it could just specify it's a percentage number). However the wording of some of them is just terrible. "+10 Acceptance from culture" makes no sense whatsoever.

I am a player who understands the horrendous tooltip behind Brazilian naval power entry, and generally has no problem reading the codelike logic of some journal entries, like New Culture one for South American nations. But I know plenty of players struggle with those.

It could say stuff like
  • 100% acceptance for Primary Cultures
  • 75% acceptance for cultures with a shared heritage and cultural trait
  • ...
  • 10% acceptance for other cultures
 
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