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Victoria 3 – Dev Diary #165 – I Am In [S]pain

[p][/p][p]Hello, and happy Thursday. This is Victoria, Narrative Design Lead of Victoria 3. Joining me is Lufthansi, Undersecretary of Grace and Justice and lead of Iberian Twilight. Today, we will be covering the narrative content for Spain coming in Iberian Twilight and Update 1.12, as well as the reworked Coup system. 
[/p][p]To properly manage the breadth and depth of content it must cover, this diary will be split into two sections. The first section will cover the free content coming in Update 1.12, such as the new Spanish political setup, the Carlist Wars, and the new Coup system. The second section will cover the paid narrative content contained within Iberian Twilight
[/p][p]Please note, as ever, that any screenshots attached are from a work-in-progress build, and certain elements may not be final.
[/p][h2]Free Content[/h2][p]
[/p][h3]Spanish Political Setup[/h3][p]
[/p][p]If one were to chart the ideological cleavage of Europe in 1836, it would fall between two great alliances. The first and more famous, the “Holy Alliance” of absolutist counter-revolution, consisted of Russia, Prussia, and Austria. The second and more immediately relevant, the “Quadruple Alliance”, consisted of France, Great Britain, and the liberal governments of Spain and Portugal. From its founding in 1834, the purpose of this alliance was to put an end to the parallel civil wars in Portugal and Spain, both fought between liberal constitutional governments and conservatives spearheaded by traditionalist pretenders to the throne. The civil war in Portugal would end in a liberal victory in May of 1834, whilst Spain’s would continue until 1840. It is here that we find ourselves at game start.[/p][p]
[/p][p]The political situation of Isabelline Spain in 1836 is defined by two trends. The first is the rise of liberalism during and after the Spanish War of Independence, and the second is the secession of conservatism from official politics. With the Spanish conservatives exiled from respectable society by the uprising of Don Carlos, official politics is defined by conflict between two branches of liberalism – the Moderates and the Progressives. [/p][p] [/p][p]The Spanish Moderates, exemplified by the politician Francisco Javier de Istúriz and General Ramón María Narváez, represent the conservative-liberal tendency in Spanish politics. The Moderate Party is, foremostly, the party of certain military officers, those members of the clergy who remained on the side of Queen Isabel, and the Andalucían landowning oligarchy. Their platform stood for limited, wealth-based suffrage, state Catholicism, a centralised state, and free trade. During her Regency, the Queen-Regent María Cristina favoured this party, as did Isabel II during her reign.[/p][p][/p][p]To represent this strain of oligarchic liberalism, the Spanish Landowners start with the Moderantist ideology, which replaces the typical Paternalist ideology.[/p][p] [/p][p]Throughout our period, the Spanish armed forces constantly involved themselves in politics. Contrary to what one may expect, these interventions were typically on the liberal side, seeking to overturn governments they deemed to be tyrannical in the name of the Constitution. This praetorian tendency is represented by the Liberal Praetorian ideology, which gives the Armed Forces stances in favour of a constitutional monarchy and citizenship rights for Spaniards.[/p][p][/p][p]The Progressive Party represents the left-wing of Spanish politics, supporting expanded suffrage, secularism, and a national militia. Famous supporters of the Progressives include the Prime Minister Juan Mendizabal and His Highness Captain General Baldomero Espartero, Viceroy of Navarre, Prince of Vergara, Duke of la Victoria, Duke of Morella, Count of Luchana, and Viscount of Banderas.[/p][p][/p][p]Historically, the Progressives were in government in Spain until the resignation of Mendizabal in May of 1836. However, we have chosen to represent the Moderate Party as being in government at game start. This is because of the electoral victory of the Moderates in 1834, granting them a majority in the Cortes until the election of February 1836. A correct representation of Mendizabal’s government would lead to Spain starting with an illegitimate government, a situation which, whilst accurate to the challenges he faced, is too detrimental to gameplay to be worth it.[/p][p][/p][p]Isabelline Spain starts the game with a solid suite of reasonably liberal laws, including a new law variant – Latifundias.[/p][p][/p][p]The Latifundias law chiefly represents the vast estates of Andalucía, characterised by their precarious employment of day-labourers. The poverty and misery of these day-labourers historically gave rise to banditry and left-wing political radicalism.[/p][p][/p][p]The Spanish Oligarchy law possesses two starting Amendments – Electoral Clientelism, which was discussed in Dev Diary #163, and the Chamber of Procurators, which grants a very limited voting franchise.[/p][p][/p][p]One may notice that the Electoral Clientelism amendment looks different from how it did in the previous Dev Diary. We will go into more detail on this shortly. [/p][p][/p][p]Carlist Spain, on the other hand, can be said to be considerably less liberal. As opposed to the National Supremacy of Isabelline Spain, she starts the game with Subjecthood, representing the Carlist rejection of citizenship in favour of the concept of Spain as a union of subjects of the Crown. Don Carlos’ support for the traditional privileges, or fueros,  of the Basque Country against the centralising drive of liberalism won him great support amongst the Basque populace.[/p][p][/p][p]Carlist Spain also starts the game with Autocracy, as opposed to the electoral oligarchy of Isabelline Spain. This law is something of an approximation of the Carlist approach to royal power. The conservative tradition of the Carlists was one opposed to the enlightened absolutism practised by the earlier Spanish Borbóns, favouring the traditional privileges of regions and estates – foremostly, those of the Catholic Church. One may contrast Carlist traditionalism with Russian absolutism, within which local autonomy was minimal and the Orthodox Church was an organ of the Tsarist bureaucracy.[/p][p][/p][p]Carlist Spain, too, has some unique ideologies, mirroring those of Isabelline Spain. Where the Landowners of Isabelline Spain are Moderantist, supporting Oligarchy and Free Trade, those of Carlist Spain are unapologetically reactionary. Likewise, the Carlist Armed Forces are just as praetorian as those of Isabelline Spain, albeit in the opposite political direction. [/p][p][/p][p]Now that we have covered the internal politics of both sides of the Carlist War, I will briefly turn the diary over to Tunay to cover its unique mechanics.[/p][p]
[/p][h3]The Carlist War[/h3][p][/p][p]It's January 1st 1836 and the Carlist situation is, to be perfectly honest, very difficult: while Cabrera is trying to scramble his forces in the Maestrazgo and the loyalists in Catalonia can barely be called an army to begin with, the well-equipped and trained Army of the North has lost its leader Zumalacárregui in the preceding summer and while I unfortunately was not able to convince my fellow colleagues to set the start date of the game back by one year but I want you to know that I tried![/p][p][/p][p]Welcome to the Basque Country! Are those berets that I spot on some of these soldiers? [/p][p][/p][p]For our starting setup we have divided the Carlist territories up into three parts to represent the areas where its movement was the strongest and fighting was the most intense, for the purpose of warfare however they all form one unified front.[/p][p]
The Carlist presence in Andalucía as well as its base of supporters in Galicia are not represented as part of the war. However, for owners of the Iberian Twilight Immersion Pack we also have some Events to highlight the presence of Carlism in these regions, some of which also ties into the “The Two Spains” content further below in this Dev Diary![/p][p][/p][p]Historically, both Bilbao and Pamplona were under Liberal control although not depicted as such in game[/p][p][/p][p]The Carlist War starts the game off as a “Guerilla War” and there are two reasons for this, for one small scale skirmishes and raids were common practice for much of the war, in particular outside of the Basque Country itself. The other reason simply pertains to the realities of the Carlist situation as both materially and in manpower were they put into a severe underdog position.[/p][p]Admittedly, there is also a bit of a third reason for this in that we wanted to experiment with the concept of guerilla wars and low intensity conflicts in general.[/p][p][/p][p]Before we jump into this I'd like to remind you all that everything you see is work in progress.[/p][p] [/p][p]Guerilla Wars, or the Carlist War since it is the only instance of this concept in the game at this point, have a couple game rules that are different from regular wars: [/p]
  1. [p]Battles generally tend to be smaller and are spawned at a much lower pace than in regular wars[/p]
  2. [p]We have a set of new battle conditions that can occur that are specific to Guerilla Wars, in general they have a larger focus on inflicting more morale damage on the enemy and hopefully receiving less morale damage back from them. Many character traits have also been adjusted to account for this so that some that might not be considered as useful in regular warfare will slot in better for guerilla war style combat[/p]
  3. [p]No territories get occupied during the Guerilla War[/p]
[p]Eventually however, a Guerilla War has to change, this may differ from case to case if we do this again in the future and we may establish some new, generalized ground rules if we believe that it is worthwhile but for the Carlist War specifically this is done by either side taking decision in form of a Journal Entry button, normally the full-scale war is launched by the Carlists assembling their forces and going into the offense through the Royal Expedition, the last major military effort by the Carlists in which they led their attack directly on Madrid but should they falter or otherwise waste too much time we also allow a Liberal Spain to force their hand and escalate it themselves.[/p][p]While territories do not exchange hands in during the guerilla stage of the war both sides can obtain points by being victorious in battles and once the war itself escalates into its final stages both sides will be granted a modifier that buffs their combat capabilities for a short period of time allowing the war to conclude in a bloody and explosive finale.[/p][p]
[/p][p]Guerilla Wars follow a different ruleset than regular wars[/p][p] [/p][p][/p][p]While the most important information is stored in the top paragraph we also added plenty of backstory for you[/p][p][/p][p][/p][p]Another little experiment comes in the form of “character bios” in this case for Mr. Zumalacárregui who is no longer present at game start but was an incredibly influential personality in this war so we felt it appropriate to make some space for him in the Journal Entry itself.[/p][p]
[/p][p]Uncle Tom wants you to sign up and fight for Don Carlos![/p][p][/p][p][/p][p]We have also ensured to update the Liberal and Carlist forces respectively including their unit types and generals. Spain and Portugal had their starting techs adjusted to include Napoleonic Warfare allowing them to use Mobile Artillery at game start.[/p][p]
[/p][p]On the Liberal side His Highness Captain General Baldomero Espartero, Viceroy of Navarre, (soon to be) Prince of Vergara, Duke of la Victoria, Duke of Morella, Count of Luchana, and Viscount of Banderas leads the forces of Queen Isabel north and while im sure that greatness awaits him there he will be opposed on the other end by Rafael Maroto and Vicente González Moreno, the latter starting off as the leader of the Carlist army after Zumalacárregui's death though id like to highlight Ramón Cabrera today instead, who is building up a quite capable force in the Maestrazgo further south himself.[/p][p][/p][p]He is my bias, as the youth say.[/p][p] [/p][h3]Coups[/h3][p][/p][p]My Russian History professor once very definitively stated that “there is no day two of a coup”. He went on to explain what was necessary to carry out a successful coup – control of the information environment, a lack of organised opposition, and, most importantly, speed. Once a coup begins, it is on a timer. For each hour between the start of operations and the seizure of central power, its chances of success precipitously decline. A sitting government that maintains some semblance of legitimacy may stir formerly passive actors into active opposition to the coup, forcing the coupists to either stand down or escalate into a civil war.[/p][p][/p][p]The history of Iberia and Latin America throughout the nineteenth century is rife with coups. The image of the pronunciamiento – a military unit announcing its opposition to the government, and rallying support to its side – is a powerful one, and repeats over and over again in histories of the period. With the content in this update largely being themed around Iberia, then, we have taken the opportunity to create a new, powerful, and universally applicable coup system.[/p][p][/p][p]Update 1.12’s Coup system completely replaces the Coup! Journal Entry contained in the Voice of the People immersion pack, and makes it free to all users. As a result, we have decided to make it so that the new paid Depose Ruling Dynasty decision and country-specific patriotic sashes contained in Iberian Twilight will also be unlocked by Voice of the People. [/p][p][/p][p]If an Interest Group’s approval is reduced below -10, and a country has an applicable military commander belonging to this interest group, they will be able to begin a coup against the government.[/p][p][/p][p]Pictured: Generals who are currently couping the government will wear a special patriotic sash whilst doing so. Nobody has ever looked as cool as this before.[/p][p][/p][p][/p][p]The chance for a successful coup is calculated off of a commander’s Coup Strength compared to the sitting government’s Coup Resistance. A commander’s Coup Strength is calculated from their popularity, the number of units they command, their proximity to the capital, and the clout of their interest group, as well as any other bonuses or maluses provided by narrative content. The government’s Coup Resistance is largely calculated from its legitimacy, as well as the presence of armed institutions that may rival the standing military in a pinch.[/p][p][/p][p]Once it begins, a coup will progress according to the ratio between Coup Strength and Coup Resistance. As one may see here, the progress of the coup is greatly benefited by the stunningly high popularity of His Highness Captain General Baldomero Espartero, Viceroy of Navarre, Prince of Vergara, Duke of la Victoria, Duke of Morella, Count of Luchana, and Viscount of Banderas. Historically, His Highness took the Regency of Spain over from Queen-Regent María Cristina following the Revolution of 1840, an event one may recreate if a commander coups a Regency.[/p][p]
[/p][p] A successful coup may have different effects depending on circumstances. In this case, as Spain is electing a law that the Petit-Bourgeoisie dislikes, the enactment of this law will cease and a law they prefer will be activated instead. Additionally, Spain will be forced into a Petit-Bourgeoisie dominated government for the next two years, or until the next election.[/p][p]
[/p][p]Once the progress bar reaches 100%, the coupist commander will issue a pronunciamiento. Attempting to exile or retire the coupist commander whilst this Journal Entry is active will also trigger a pronunciamiento, albeit one whose strength is reduced by a function of how premature it is. Depending on circumstances, the government will either have the chance to try and resist the coup, or it will be forced out of power. The former case will occur if a pronunciamiento has been triggered by attempting to exile or retire the coupist commander, or if the Coup Resistance and Coup Strength of government and commander are relatively evenly-matched. The latter will occur if the Coup Strength of the commander enormously eclipses the Coup Resistance of the government.[/p][p][/p][p]If a coup fails, a portion of the military proportional to the popularity of the coupist commander will become radicalised, as will the membership of their Interest Group.[/p][p] [/p][p]In certain circumstances, one may orchestrate a coup against the government themselves. Those who own Iberian Twilight or Voice of the People may make use of the Depose Ruling Dynasty decision, which initialises a coup to replace the ruling dynasty of a country. If one wishes to restore King Miguel as Portugal, for example, one may do so by recruiting a Miguelist commander and getting them into a position where they may overthrow the constitutionalist government.[/p][p][/p][p]Pictured: The decision in question, with a bonus preview of the newly added ability to choose whether to get notified when specific decisions are available.[/p][p] [/p][p]We will now transition to the narrative content contained within Iberian Twilight proper.[/p][p]
[/p][h2]Paid Content[/h2][p]
[/p][h3]The Two Spains[/h3][p][/p][p]Throughout the nineteenth century, and into the twentieth, Spain was wracked by an unusually fierce conflict between the forces of liberalism and conservatism. Unlike most other European nations, within which conservative forces typically reconciled themselves to popular sovereignty, constitutionalism, and other foundational liberal principles, many Spanish conservatives remained intransigent to the bitter end.[/p][p][/p][p]This dynamic can be attributed to the means in which liberalism arose in Spain. The Spanish liberal tradition is typically said to have originated with the Napoleonic invasion of Spain and the Cortes of Cádiz. The particularly refined enlightened absolutism of the Spanish Borbóns had centralised all political authority in the person of the King, rendering the traditional parliaments of Spain entirely obsolete and powerless. With the King of Spain in the custody of Napoleon, and the detested Joseph Bonaparte having replaced him on the throne, Spain had no legitimate central political authority to speak of. To coordinate their resistance against Napoleon, Spanish municipalities organised juntas with little legitimacy or formal process beyond pure necessity. The Cortes summoned by these juntas was a peculiar body – traditional in form, drawing its name from the ancient Castilian parliament, yet modern in substance.[/p][p][/p][p]This Cortes, known as the Cortes of Cádiz, had a very particular constituency – the powerful merchant guilds of Spain’s coastal cities, a demographic vastly more liberal than the Spanish populace as a whole. The Constitution they promulgated in 1812 was, thus, a very liberal document. At the same time that the Cortes was writing and promulgating this very liberal document, a revolution was taking place within the Spanish military. The war against Napoleon presented an opportunity for social mobility, with many former commoners and members of the middle class gaining notability and status as guerilla fighters. With everything to lose from a restoration of strict traditional hierarchies, these soldiers and officers became a liberal constituency.[/p][p][/p][p]The restoration of King Fernando VII in 1814 set the pattern for what was to come next. His abolition of this Constitution and attempt to restore the makeup of the Spanish government as it was prior to the War of Independence set off a chain of military revolts. The success of one of these revolts in 1820, which set off a brief period of restored constitutional governance, made it apparent that a full restoration of the traditional monarchy would not be possible. Even after the Trienio Liberal, or “three liberal years” had been put to an end by a hundred thousand French soldiers, the absolutist system was unable to fully reassert itself.[/p][p][/p][p]At the same time, the economic base required to solidify a liberal system was also lacking. Spain had very little industry to speak of, with the great agricultural estates of Andalucía being its sole economic sector of note. Representing a largely illiterate population still engaged in premodern modes of living, the Spanish parliamentary system became captured by oligarchic agricultural interests and capable of little effective administration. Spain would thus become embroiled in a cycle of coups, as praetorian military commanders sought to enforce a standard of good liberal governance on governments with little material base to stand upon.[/p][p][/p][p]The lack of economic activity in Spain throughout much of the nineteenth century led the particularly traditionalist form of Catholicism typical of Spain to be left largely unchallenged by the typical drivers of secularisation – urbanisation and disruption of traditional communities by integration into the market. This staunch Catholicism formed the base of Spain’s conservative movement for our entire period, providing the constituency for three Carlist Wars – and, eventually, the great Spanish Civil War of 1936.[/p][p] [/p][p]The Two Spains Journal Entry is unlocked after the First Carlist War ends, whether it is won by Carlists or Cristinos. It represents this push and pull of liberalism and conservatism across modern Spanish history, only ending once one side has established complete dominance.[/p][p] [/p][p]This Journal Entry has two progress bars. The first tracks the relative dominance of conservatism vs. liberalism in Spain, and the second tracks the tension between these sides. As tension increases, movement activism will increase across the board, and Spain’s Coup Resistance will decrease. If one wishes to make sudden political changes to defeat the other side, one had best hope they have thoroughly purged the military of any commander who is likely to launch a coup.[/p][p] [/p][p]The liberal and conservative sides benefit from the clout of their core interest groups – Intelligentsia and Trade Unions on the left, and Landowners and the Catholic Church on the right. They also benefit from other liberal- or conservative-leaning interest groups, military units commanded by liberal or conservative commanders, and liberal or conservative political movements.[/p][p][/p][p]One may note that socialist leaders and political movements do not count as liberal for the purposes of this Journal Entry, yet still benefit from its bonus to Movement Activism. If one chooses to fight for the liberals, one should be wary of a split between liberals and socialists possibly leading to a reactionary resurgence in the late-game.[/p][p]
[/p][h3]Regeneration[/h3][p][/p][p]The need and drive for thorough economic reform is one of the main features of 19th and early 20th century Spanish politics. Once you progress sufficiently into the game, you will be presented with a plan for some rather ambitious economic reforms. You can delay these for a while, but should you choose to commit yourself to seeing the plan through, you will be presented with the new Economic Regeneration Journal Entry.[/p][p][/p][p]The Spanish Economic Regeneration Content has a structure similar to the Ottoman Tanzimat content cluster, having a master Journal Entry that tracks the completion of various sub-Journal Entry goals. However, compared to that content, it also comes with a few more bells and whistles. Completing the Master Journal Entry will be beneficial for Spanish political stability, while the completion of the sub-Journal Entries will primarily affect the performance of your economy. [/p][p] [/p][p][/p][p][/p][p]If completing all six sub-goals within the allocated time proves too ambitious an undertaking, you can always adjust public expectations, though the rewards for doing so will be lessened. However, if you want to prioritize economic development over political stability, focusing on a smaller amount of economic sub goals may be worth it. [/p][p][/p][p]These sub-Journal Entries also come with their own way of modifying the targets. If, for the sake of political stability, you really want to see the Master JE through, but you find the goals of one of the sub-Journal Entries particularly difficult to complete, you may choose to 'adjust' its goals somewhat. The success of such adjustments are tied to your laws and institutions, and if successful it will make the Journal Entry in question much easier to complete – though its rewards will also be significantly reduced.  [/p][p][/p][h3]Spanish New World Content[/h3][p][/p][p]If you boot up the game as either the Spanish liberals or Carlists and try to sign a treaty with one of your former colonies in the West, you will quickly realize this is easier said than done. The massive diplomatic reluctance you can see here is there to model the fact that in 1836, Spain does not yet formally recognize the independence of any of her old colonies on the American mainland. The American wars of independence are still fresh in the minds of Spanish policymakers, and though the liberal government of Isabel II has expressed an interest in normalization, no such treaties have yet been signed.

[/p][p][/p][p]A dummy Journal Entry in the outliner will hint that there's a decision to be made with regards to this once you've sorted out the minor domestic squabble that is the First Carlist War. Once that is done you will be given the choice of moving towards the historical route of negotiation and diplomatic recognition, or the ahistorical one of colonial restoration. [/p][p][/p][p][/p][p]Pursuing normalization will grant you the Hispanoamerica Journal Entry, a piece of content centered on signing treaties with your former American subjects, and featuring a new, content-specific Recognize Independence treaty article. [/p][p] [/p][p][/p][p]As your former subjects have also received a new Journal Entry penalizing them for their lack of diplomatic acceptance, they are likely to be quite receptive to your advances. In exchange for recognition, you may be able to extract some important diplomatic or economic concessions from them.[/p][p][/p][p]If on the other hand, you choose to go down the path of colonial restoration, you will be granted the Reconquista Journal Entry. Isabel II's predecessor, Ferdinand VII had long entertained ideas of a grand reconquest of the New World, but a lack of means, funds, and diplomatic wiggle room had prevented these ambitions from ever materialising. Should you pursue this path, you may find yourself with Uncle Sam and John Bull breathing down your neck rather quickly, but would the restoration of Spanish rule over the American mainland not be worth such a risk?[/p][p] [/p][p] [/p][h3]The Glorious Revolution[/h3][p][/p][p]In 1868, the ineffectual rule of Queen Isabel II led to a military rebellion that toppled the Spanish Borbóns, and sent the royal family fleeing to France. This rebellion was christened the “Glorious Revolution” by the liberal press of the time, and led to the convening of a Provisional Government to decide Spain’s future form of government. Historically, the Provisional Government decided early on that it wished to restore the monarchy under a different royal house. This led to the provisional junta embarking upon a diplomatic adventure across Europe, one leg of which would end up sparking the devastating Franco-Prussian war. It would historically end in the short lived reign of King Amadeo I, the first and only Savoyard king of Spain.[/p][p][/p][p]If Spain has a successful coup against an unpopular monarch whilst Tension in the Two Spains Journal Entry is sufficiently high, the ruling dynasty will be swept off the throne, and a provisional government declared.[/p][p] [/p][p]The Glorious Revolution event will convene a regency under whoever the coup has put into power – typically the leader of the coupist general’s interest group.[/p][p][/p][p]With the Glorious Revolution Journal Entry, Spain will be able to choose between a variety of candidates to occupy the throne. Through these buttons, one may either approach foreign powers \[possibly leading to diplomatic consequences] or choose a candidate closer to home. Possible candidates include the house of Bragança, Savoy, Hohenzollern, both branches of the Spanish Borbóns, and-[/p][p] [/p][p]Hail, His Catholic Majesty Baldomero I, by Divine and Constitutional Grace, Constitutional King of Spain![/p][p] [/p][h3]Anarchism[/h3][p][/p][p]Spain is famous for its revolutionary anarchist movement. This movement reached its culmination during the early days of the Spanish Civil War in 1936, in which workers’ councils under the umbrella of the anarcho-syndicalist CNT-FAI were able to credibly challenge the Republican state institutions within Catalonia and Aragon. Whilst certainly the most famous case, this was not the only major example of anarchist revolutionary activity in Spain. In December 1933, Spanish anarchists launched a major insurrection in Aragon, and the Asturian CNT-FAI contributed to the Asturian Revolution of 1934. The thought of Pierre-Joseph Proudhon heavily influenced the Federal Republicans, who waged the Cantonal Rebellion of 1874 in the name of establishing a revolutionary federal republic.[/p][p][/p][p]The origins of the Spanish anarchist movement can be traced to Federal Republican efforts to organise workers in the aftermath of the Glorious Revolution of 1868. In 1869, Federal Republicans launched an uprising in Catalonia, Aragon, and throughout the South, which failed disastrously. The failure of this uprising and subsequent discrediting of the Federal Republicans led certain workers’ organisations to follow their own political course. Meanwhile, Mikhail Bakunin, father of collectivist anarchism and one of the major actors within the International Workingman’s Association \[or First International], had dispatched the Italian anarchist Giuseppe Finelli to investigate the aftermath of the 1868 revolution. Through Finelli’s efforts, the leaders of the nascent Spanish labour movement were brought into contact with the First International, with the anarchist Bakuninist faction having the first-mover advantage. Throughout the 1860s and 1870s, the Marxist faction of the International made few inroads with the Spanish labour movement, leading to them falling far behind the anarchists. As the First International split in 1872, with the triumph of Marxist theses and the expulsion of Bakunin, the Bakuninist-dominated Spanish section \[FRE] expelled the Marxists.[/p][p][/p][p]The anarchists’ fortunes did not last. State repressions soon followed, driving the FRE underground and stripping it of its connections with legal labour associations. However, the organisation’s final death knell came with its turn to terrorism. The “propaganda of the deed” becoming the dominant doctrine of the FRE alienated it from hopes of acquiring a mass base, cratered its membership, and incurred further state repressions. The trade-unionist faction split from the insurrectionary faction in 1881, leaving the organisation defunct. A similar dynamic continued throughout the nineteenth century, with constant conflict within the anarchist movement between proponents of terrorism and trade-unionism. The particularly brutal and incompetent conduct of the Spanish police in their repressions, exemplified by the torture of prisoners at the infamous Montjuïc prison, led to the persistence of an active insurrectionary anarchist current in Spain into the twentieth century. It would take until the 1910s, and the rise of the CNT-FAI, for trade-unionism to achieve a conclusive victory.[/p][p]
“The Internacionalistas” represents the birth of the Spanish anarchist movement. Once the Anarchist Movement becomes relevant, this Journal Entry will appear, granting Spain an Anarchist agitator from abroad.[/p][p][/p][p]This Journal Entry may end in either a government or an anarchist victory. An anarchist victory may be achieved via driving the anarchists to revolution, whilst a government victory requires marginalising or wiping out the anarchist movement for a certain amount of time. Whilst this Journal Entry is active, Spain will have an elevated chance of getting Propaganda of the Deed events, as detailed below.[/p][p][/p][p]Additionally, Iberian Twilight includes several new events applicable to all nations with a high-Activism Anarchist or Nihilist Movement. Once one has researched Anarchism, and has one of these movements, the anarchists will adopt the doctrine of the “Propaganda of the Deed” – an insurrectionary doctrine commonly adopted by anarchists between the late nineteenth century to the early twentieth century. This doctrine called for individuals to carry out high-profile assassinations against politicians and business leaders, with the goal of proving that the state was not invincible. The supporters of this doctrine believed that this would inspire further revolutionary activity amongst the masses, a thesis that would not come to be. In Spain, the argument over the Propaganda of the Deed led to a split between the insurrectionary anarchists and the anarcho-syndicalists, who favoured revolutionary agitation within trade unions.[/p][p] [/p][p]Once the doctrine of the Propaganda of the Deed has rooted itself within the anarchist movement, and the Activism of the movement remains high, the anarchists will begin a campaign of terrorist attacks and assassinations against one’s Politicians, Executives, Rulers, and Heirs. Each terrorist attack will reduce the anarchist movement’s Pop Attraction for some time, representing their historical effect of isolating the movement from its prospective base and stirring popular support for state reprisals.[/p][p] [/p][h3]Ultramarine Ambitions[/h3][p][/p][p]The concept of a “prestige war”, or a war waged in an attempt to demonstrate one’s relevance on the world stage, enthralled the various Spanish governments of the nineteenth century. This is to say, in an attempt to recover its status as world power, the Spanish armed forces decided that true glory came from bullying smaller nations like Morocco. Of course, getting involved in a land war in Africa for reasons of pride could never cause problems.[/p][p][/p][p]The Spanish Africa event chain is an experiment in escalating commitment. As Spain achieves one objective - establishing a security zone around Melilla, snatching an easy colony in West Sahara - the Armed Forces will request more and more, gradually dragging the country deeper into Africa, and towards larger conflicts. As one progresses through these Journal Entries, the bonus they provide to the Armed Forces’ clout will grow larger and larger, and the rewards for failure will get more severe.[/p][p] [/p][p]If one manages to succeed in all of these objectives, the cumulative prestige reward will be quite lucrative, and Spain will have acquired a respectable African empire to go along with it.[/p][p][/p][hr][/hr][p][/p][p]And that is all. Thank you for reading. Due to the sheer volume of text that we have managed to write, we will have a compressed diary release schedule. Next Monday, we will cover Spanish colonies, as well as some other minor nations. On Thursday, we will cover Portuguese content, as well as Pan-Iberism. After this, we will be releasing another bonus diary on the 24th to cover the remaining narrative content we have yet to discuss.[/p][p]
[/p]

Victoria 3 - Dev Diary #164 - Marvelous Modding Monday

[p][/p][p]Hello everyone and Happy Monday! Systems Designer Tunay here to report that I’ve been let out of the mines to bring you some of our new modding related highlights for this update and we have some important points to go through so let’s not stall any further! [/p][h3]Database Entry Modes[/h3][p] [/p][p]To begin with, this update will break your mods and I really want to make sure to emphasize that so I'd like to repeat myself here:[/p][p][/p][h3]THIS UPDATE WILL BREAK YOUR MODS [/h3][p][/p][p]Now hold on I see those pitchforks that you are raising but let me explain myself for there is a good reason for all of this. Some of you might have looked at Tinto Talks #85 - Modding or, by the time you are reading this, have played and modded EU5 yourself![/p][p]One very significant change that was introduced to our scripting language in EU5 is the addition of Database Entry Modes. This feature enables you to govern how a piece of script in your mod will interact with a preexisting piece of script in either the main game or another mod through the usage of new KEYWORDS.[/p][p][/p][p]We are bringing this feature to Victoria 3 as well with this upcoming update and you will have to adjust your mods accordingly to the new syntax that we are now forcing upon you![/p][p][/p][p]For the uninitiated amongst you allow me to take you through this system with a couple examples from my new hit mod, the lovingly dubbed “Victoria Tweaks Mod 2”:[/p][p][/p][p]As my first change I would like to reframe and buff the Peasant Levies law to really represent the spirit and strength of the Rural Folk Interest Group. To that end I can use the INJECT keyword preceding the key of the law itself to insert script into the existing law. In this case we wish to adjust the modifier block of the law itself by making it slightly more balanced[/p][p][/p][p]In script…[/p][p][/p][p][/p][p] [/p][p]…and in game[/p][p][/p][p][/p][p]With this change the “Doodlez’ Peasants Army” will be the unstoppable armed wing of the Rural Folk![/p][p][/p][p]As some of you may have noted already, injecting modifiers into existing ones is handled additively so if you for example have a modifier that increases a country’s prestige by 25% in the main game and you inject the same modifiers again but at 50% it will sum up to 75%![/p][p][/p][p]There are six keywords in total, and I have listed them all here for your convenience:[/p][p][/p][p][c]INJECT:key - this mode tries to inject the script into an existing entry. Errors if the respective entry does not exist.[/c][/p][p][c]REPLACE:key - this mode replaces an existing entry with a new one. Errors if the respective entry does not exist.[/c][/p][p][/p][p][c]TRY_INJECT:key same as INJECT: but does not error if the entry does not exist.[/c][/p][p][c]TRY_REPLACE:key same as REPLACE: but does not error if the entry does not exist.[/c][/p][p][/p][p][c]REPLACE_OR_CREATE:key = { } # Same as REPLACE: but if the entry does not exist, it will create it[/c][/p][p][c]INJECT_OR_CREATE:key = { } # Same as INJECT: but if the entry does not exist, it will create it[/c][/p][p][/p][p]If used properly these keywords will help you to avoid a lot of compatibility issues altogether as well as allow you to reorganize compatibility with several existing mods in an easier fashion, granted that you talk to your fellow modders that is! [/p][p]Bear in mind that you will have to explicitly invoke these keywords and that implicit replacement will no longer be allowed and that you now have the time to update your mods accordingly![/p][p][/p][p]Lastly I have added a list of databases that this new system applies to below:[/p][p][/p][p][c]acceptance_statuses[/c][/p][p][c]ai_strategies[/c][/p][p][c]amendments[/c][/p][p][c]battle_conditions[/c][/p][p][c]building_groups[/c][/p][p][c]buildings[/c][/p][p][c]buy_packages[/c][/p][p][c]character_interactions[/c][/p][p][c]character_templates[/c][/p][p][c]character_traits[/c][/p][p][c]cohesion_levels[/c][/p][p][c]combat_unit_groups[/c][/p][p][c]combat_unit_types[/c][/p][p][c]combat_unit_experience_levels[/c][/p][p][c]commander_orders[/c][/p][p][c]company_charter_types[/c][/p][p][c]company_types[/c][/p][p][c]country_creation[/c][/p][p][c]country_definitions[/c][/p][p][c]country_formation[/c][/p][p][c]country_ranks[/c][/p][p][c]country_types[/c][/p][p][c]culture_graphics[/c][/p][p][c]cultures[/c][/p][p][c]decisions[/c][/p][p][c]decrees[/c][/p][p][c]diplomatic_actions[/c][/p][p][c]diplomatic_catalyst_categories[/c][/p][p][c]diplomatic_catalysts[/c][/p][p][c]diplomatic_plays[/c][/p][p][c]discrimination_trait_groups[/c][/p][p][c]discrimination_traits[/c][/p][p][c]dna_data[/c][/p][p][c]dynamic_company_names[/c][/p][p][c]dynamic_country_names[/c][/p][p][c]dynamic_country_map_colors[/c][/p][p][c]dynamic_treaty_names[/c][/p][p][c]technology[/c][/p][p][c]flag_definitions[/c][/p][p][c]game_concepts[/c][/p][p][c]geographic_regions[/c][/p][p][c]goods[/c][/p][p][c]government_types[/c][/p][p][c]harvest_condition_types[/c][/p][p][c]ideologies[/c][/p][p][c]institutions[/c][/p][p][c]interest_group_traits[/c][/p][p][c]interest_groups[/c][/p][p][c]journal_entry_groups[/c][/p][p][c]journal_entries[/c][/p][p][c]law_groups[/c][/p][p][c]laws[/c][/p][p][c]legitimacy_levels[/c][/p][p][c]liberty_desire_levels[/c][/p][p][c]military_formation_flags[/c][/p][p][c]mobilization_option_groups[/c][/p][p][c]mobilization_options[/c][/p][p][c]objective_subgoal_categories[/c][/p][p][c]objective_subgoals[/c][/p][p][c]objectives[/c][/p][p][c]parties[/c][/p][p][c]political_lobby_appeasement (factor)[/c][/p][p][c]political_lobby_appeasement (reason)[/c][/p][p][c]political_lobbies[/c][/p][p][c]political_movement_categories[/c][/p][p][c]political_movement_pop_support[/c][/p][p][c]political_movements[/c][/p][p][c]pop_needs[/c][/p][p][c]pop_types[/c][/p][p][c]power_bloc_coa_pieces[/c][/p][p][c]power_bloc_identities[/c][/p][p][c]power_bloc_map_textures[/c][/p][p][c]power_bloc_names[/c][/p][p][c]power_bloc_principle_groups[/c][/p][p][c]power_bloc_principles[/c][/p][p][c]prestige_goods[/c][/p][p][c]production_method_groups[/c][/p][p][c]production_methods[/c][/p][p][c]proposal_types[/c][/p][p][c]religions[/c][/p][p][c]social_classes[/c][/p][p][c]social_hierarchies[/c][/p][p][c]map_data/state_regions[/c][/p][p][c]state_traits[/c][/p][p][c]strategic_regions[/c][/p][p][c]subject_types[/c][/p][p][c]terrain_manipulators[/c][/p][p][c]terrain[/c][/p][p][c]themes[/c][/p][p][c]tutorial_lessons[/c][/p][p][c]tutorial_lesson_chains[/c][/p][p][c]labels[/c][/p][p][c]war_goal_types[/c][/p][p][c]alert_groups[/c][/p][p][c]alert_types[/c][/p][p][c]commander_ranks[/c][/p][p][c]scripted_buttons[/c][/p][p][c]scripted_progress_bars[/c][/p][p][c]treaty_articles[/c][/p][p][c]gfx/map/city_data/city_building_vfx[/c][/p][p][c]gfx/map/fleet_dioramas[/c][/p][p][c]gfx/map/fleet_entities[/c][/p][p][c]gfx/map/army_dioramas[/c][/p][p][c]gfx/map/front_entities[/c][/p][p][c]state_regions[/c][/p][p][c]sound/persistent_objects[/c][/p][p][c]music[/c][/p][p][c]notifications[/c][/p][p][c]modifier_type_definitions[/c][/p][p][c]ethnicities[/c][/p][p][c]script_values[/c][/p][p][c]scripted_guis[/c][/p][p][c]scripted_lists[/c][/p][p][c]scripted_modifiers[/c][/p][p][c]gui_animations[/c][/p][p][c]achievements[/c][/p][p][c]modifier_icons[/c][/p][p][c]gfx/portraits/accessories[/c][/p][p][c]gfx/portraits/portrait_modifiers[/c][/p][p][/p][h3]Building Groups Cleanup[/h3][p] [/p][p]Speaking of things that will crash your mods on startup: [/p][p]For one, we have renamed a couple of buildings, you should be able to make these out very easily when the patch launches and those can be taken care of by a simple mass replace in your editor. We did this to ensure that the building keys have more consistent naming. [/p][p]The second and more significant change is that state region resources now operate on building types rather than building groups. To illustrate, here's an example of how resource setup looks in map_data/state_regions, new vs old:[/p][p] [/p][p]New:     [c]arable_resources = { "building_wheat_farm" }[/c][/p][p][c]    capped_resources = {[/c][/p][p][c]        building_fishing_wharf = 4[/c][/p][p][c]    }[/c][/p][p][c]    resource = {[/c][/p][p][c]        type = "building_oil_rig"[/c][/p][p][c]        undiscovered_amount = 40[/c][/p][p][c]    }[/c][/p][p] Old:[/p][p]    [c]arable_resources = { "bg_wheat_farms" }[/c][/p][p][c]    capped_resources = {[/c][/p][p][c]        bg_fishing = 4[/c][/p][p][c]    }[/c][/p][p][c]    resource = {[/c][/p][p][c]        type = "bg_oil_extraction"[/c][/p][p][c]        undiscovered_amount = 40[/c][/p][p][c]    }[/c][/p][p][/p][p]The reason for this change is that we had a lot of building groups (such as bg_wheat_farms) that only existed to make it possible to define them in resources and it made the whole building group system very unwieldy. Instead of each farm having its own building group, they are now all part of bg_staple_crops. The removed groups still exist in the database for now for legacy reasons but aren't used anymore, and will be fully removed in 1.13. [/p][p]To make the transition a bit less painful we have added reverse read support so if you input a building group in resources it'll try to read the building group's default building type. This support will be killed in 1.13 though, so it's still a good idea to update your mod to the new format! [/p][p][/p][h3]Moddable War Goals[/h3][p] [/p][p]Anyways with that out of the way let's move on to our next topic: scripted war goal types! [/p][p]We know that this is something that a lot of you have been requesting for a very long time which is why I'm happy to finally be able to say that we did it. To this end, we have finally added a new database in the form of the common/war_goal_types folder. (Thank you Alex! :) )[/p][p]When the update arrives this folder will be filled with our regular war goals which have been transferred to this system as well though with the caveat that a lot of the vanilla ones have behaviours that are governed in code so make sure that you are careful when you are modifying them instead of just adding new ones.[/p][p] I didn’t have the time to add a cool new war goal to VTM2 which is why im just going to do us both a favour and toss in the example documentation here, enjoy! [/p][p][c]some_war_goal = {[/c][/p][p][c]    icon = "gfx/interface/icons/war_goals/icon.dds"[/c][/p][p][c] [/c][/p][p][c]    ### List of Kinds[/c][/p][p][c]    # annex_country[/c][/p][p][c]    # ban_slavery[/c][/p][p][c]    #   Will convert to law commitment treaty article for slavery banned[/c][/p][p][c]    # colonization_rights[/c][/p][p][c]    # conquer_state[/c][/p][p][c]    # contain_threat[/c][/p][p][c]    # enforce_treaty_article[/c][/p][p][c]    # force_nationalization[/c][/p][p][c]    # foreign_investment_rights[/c][/p][p][c]    #   Will convert to investment rights treaty article[/c][/p][p][c]    # humiliation[/c][/p][p][c]    # increase_autonomy[/c][/p][p][c]    # independence[/c][/p][p][c]    # join_power_bloc[/c][/p][p][c]    # leave_power_bloc[/c][/p][p][c]    # liberate_country[/c][/p][p][c]    # liberate_subject[/c][/p][p][c]    # make_dominion[/c][/p][p][c]    # make_protectorate[/c][/p][p][c]    # make_tributary[/c][/p][p][c]    # open_market[/c][/p][p][c]    # reduce_autonomy[/c][/p][p][c]    # regime_change[/c][/p][p][c]    # return_state[/c][/p][p][c]    # revoke_all_claims[/c][/p][p][c]    # revoke_claim[/c][/p][p][c]    # secession[/c][/p][p][c]    # take_treaty_port[/c][/p][p][c]    #   Will convert to treaty port treaty article[/c][/p][p][c]    # transfer_subject[/c][/p][p][c]    # unification[/c][/p][p][c]    # unification_leadership[/c][/p][p][c]    # custom[/c][/p][p][c]    #   No predefined effect. In case you only want to execute the on_enforced effect, but nothing else.[/c][/p][p][c]    kind = war_goal_kind # The Kind of the war goal defines the code-side predefined package of behavior that war goal will have, primarily defining what effect the war goal has when executed.[/c][/p][p][c] [/c][/p][p][c]    ### List of settings[/c][/p][p][c]    # require_target_be_part_of_war[/c][/p][p][c]    #   Target country has to be in the war, can't target neutral countries[/c][/p][p][c]    # can_add_for_other_country[/c][/p][p][c]    #   Allows adding the goal for other participating countries[/c][/p][p][c]    # annexes_entire_state[/c][/p][p][c]    #   Flag for if the goal is expected to always annex the entire target state. This is used to calculate conflicts with other goals[/c][/p][p][c]    # annexes_entire_country[/c][/p][p][c]    #   Flag for if the goal is expected to always annex the entire target state. This is used to calculate conflicts with other goals[/c][/p][p][c]    # country_creation[/c][/p][p][c]    #   Flag for if the goal creates a new country[/c][/p][p][c]    # overlord_is_stakeholder[/c][/p][p][c]    #   Flag for if the stakeholder of the war goal should be the overlord rather than the target country itself[/c][/p][p][c]    # can_target_decentralized[/c][/p][p][c]    #   If the war goal can target decentralized countries[/c][/p][p][c]    # has_other_stakeholder[/c][/p][p][c]    #   If the war goal has a different stakeholder than the target itself[/c][/p][p][c]    # turns_into_subject[/c][/p][p][c]    #   If the war goal turns the target country into a subject. For conflict resolution purposes[/c][/p][p][c]    # skip_build_list[/c][/p][p][c]    #   If the war goal should be available to be picked in the diplomatic play or not[/c][/p][p][c]    # targets_enemy_subject[/c][/p][p][c]    #   If the war goal should target an enemy subject specifically rather than all enemies in the war goal[/c][/p][p][c]    # targets_enemy_claims[/c][/p][p][c]    #   If the war goal should target the claims of a country, rather than the country itself[/c][/p][p][c]    # requires_interest[/c][/p][p][c]    #   If the war goal requires you to have an interest in the relevant strategic zone[/c][/p][p][c]    # debug[/c][/p][p][c]    #   No effect, used for code debug purposes.[/c][/p][p][c]    # validate_subject_relation[/c][/p][p][c]    #   Validation behavior that checks if the resulting subject relation of this war goal is valid[/c][/p][p][c]    # validate_formation_candidate_self[/c][/p][p][c]    #   Validation check to make sure the goal holder is a formation candidate[/c][/p][p][c]    # validate_formation_candidate_target[/c][/p][p][c]    #   Validation check to make sure the goal target is a formation candidate[/c][/p][p][c]    # validate_sole_formation_candidate[/c][/p][p][c]    #   Validation check to make sure the goal holder is the only formation candidate[/c][/p][p][c]    # validate_target_not_treaty_port[/c][/p][p][c]    #   Validation check to make sure the target state is not a treaty port[/c][/p][p][c]    # validate_join_power_bloc[/c][/p][p][c]    #   Special validation for join power bloc war goal kind[/c][/p][p][c]    # validate_colonization_rights[/c][/p][p][c]    #   Special validation for colonization rights war goal kind[/c][/p][p][c]    # validate_force_nationalization[/c][/p][p][c]    #   Special validation for force nationalization war goal kind[/c][/p][p][c]    # validate_foreign_investment_rights[/c][/p][p][c]    #   Special validation for investment rights war goal kind[/c][/p][p][c]    # validate_regime_change[/c][/p][p][c]    #   Special validation for regime change war goal kind[/c][/p][p][c]    # validate_contain_threat[/c][/p][p][c]    #   Special validation for contain threat war goal kind[/c][/p][p][c]    # validate_revoke_claims[/c][/p][p][c]    #   Special validation for revoke claims war goal kind[/c][/p][p][c]    # validate_increase_autonomy[/c][/p][p][c]    #   Special validation for increase autonomy war goal kind[/c][/p][p][c]    # validate_take_treaty_port[/c][/p][p][c]    #   Special validation for take treaty port war goal kind[/c][/p][p][c]    # validate_independence[/c][/p][p][c]    #   Special validation for independence war goal kind[/c][/p][p][c]    # validate_conflicts_war_goals_holder[/c][/p][p][c]    #   Validate conflicts with war goals of the same type from holder[/c][/p][p][c]    # validate_conflicts_war_goals_all[/c][/p][p][c]    #   Validate conflicts with war goals of the same type from all participating countries[/c][/p][p][c]    # validate_conflicts_conquer_state[/c][/p][p][c]    #   Validate conflicts with war goals that conquer states (i.e. that have the conflicts_with_annex_state)[/c][/p][p][c]    # validate_conflicts_annex_country[/c][/p][p][c]    #   Validate conflicts with war goals that annex countries (i.e. that have the conflicts_with_annex_country)[/c][/p][p][c]    # validate_conflicts_make_subject[/c][/p][p][c]    #   Validate conflicts with war goals that make new subjects (i.e. that have the conflicts_with_make_subject)[/c][/p][p][c]    # validate_conflicts_existing_subject[/c][/p][p][c]    #   Validate conflicts with war goals that make new subjects (i.e. that have the conflicts_with_make_subject)[/c][/p][p][c]    # conflicts_with_make_subject[/c][/p][p][c]    #   Marks the war goal as potentially conflicting with make subject war goals[/c][/p][p][c]    # conflicts_with_country_creation[/c][/p][p][c]    #   Marks the war goal as potentially conflicting with country creation war goals[/c][/p][p][c]    # conflicts_with_annex_country[/c][/p][p][c]    #   Marks the war goal as potentially conflicting with annex country war goals[/c][/p][p][c]    # conflicts_with_annex_state[/c][/p][p][c]    #   Marks the war goal as potentially conflicting with annex state war goals[/c][/p][p][c]    # conflicts_with_existing_subject[/c][/p][p][c]    #   Marks the war goal as potentially conflicting with existing subject war goals[/c][/p][p][c]    settings = { # Settings further customize how the war goal is treated in different checks. A war goal can only have one kind, but multiple settings.[/c][/p][p][c]        setting_1[/c][/p][p][c]        setting_2[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]    execution_priority = 80[/c][/p][p][c] [/c][/p][p][c]    ### List of Contestion Types[/c][/p][p][c]    # control_target_state[/c][/p][p][c]    # control_target_country_capital[/c][/p][p][c]    # control_any_target_country_state[/c][/p][p][c]    # control_any_target_incorporated_state[/c][/p][p][c]    # control_own_state[/c][/p][p][c]    # control_own_capital[/c][/p][p][c]    # control_all_own_states[/c][/p][p][c]    # control_all_target_country_claims[/c][/p][p][c]    # control_any_releasable_state[/c][/p][p][c]    contestion_type = control_type[/c][/p][p][c] [/c][/p][p][c]    ## Target Type[/c][/p][p][c]    #What kind of entity the war goal primarily "targets". This primarily defines how the game generates potential alternatives for each war goal type when selecting one from the diplomatic play panel. Most war goal kinds will require a specific target type to work well and can't be changed (i.e. Conquer State can't have a Treaty Article target type). This field primarily allows you to have custom war goals target different entities.[/c][/p][p][c] [/c][/p][p][c]    ### List of Target Types[/c][/p][p][c]    # Country[/c][/p][p][c]    #   Loops over enemy countries to generate war goal alternatives[/c][/p][p][c]    # State[/c][/p][p][c]    #   Loops over states belonging to enemy countries[/c][/p][p][c]    # Treaty Article[/c][/p][p][c]    #   Loops over article types and then enemy countries[/c][/p][p][c]    target_type = target_type[/c][/p][p][c] [/c][/p][p][c]    possible = {[/c][/p][p][c]        # trigger to determine if a goal with its target data is listed when selecting a war goal in the diplo play panel[/c][/p][p][c]        # scopes: root = holder, creator_country, diplomatic_play, target_country, target_state, stakeholder, target_region, article_options[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]    valid = {[/c][/p][p][c]        # trigger in addition to some basic validation code-side[/c][/p][p][c]        # scopes: root = holder, creator_country, diplomatic_play, target_country, target_state, stakeholder, target_region, article_options[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]    maneuvers = {[/c][/p][p][c]        # script value[/c][/p][p][c]        # scopes: root = holder, creator_country, diplomatic_play, target_country, target_state, stakeholder, target_region, article_options[/c][/p][p][c]        value = 10[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]    infamy = {[/c][/p][p][c]        # script value[/c][/p][p][c]        # scopes: root = holder, creator_country, diplomatic_play, target_country, target_state, stakeholder, target_region, article_options[/c][/p][p][c]        value = 15[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]    on_enforced = {[/c][/p][p][c]        # script effect on top of the predefined code effect[/c][/p][p][c]        # scopes: root = holder, creator_country, diplomatic_play, target_country, target_state, stakeholder, target_region, article_options[/c][/p][p][c]    }[/c][/p][p][c]}[/c][/p][p] [/p][h3]Contextless Journal Entries[/h3][p] [/p][p]Contextless Journal Entries, or “Global JEs” as I will refer to them from here on out, are a new type of journal entry flag. Before we proceed to the cool part of this I have to give you yet another warning for this update will also break many of your JEs! [/p][p]To unbreak them you will have to go to your journal entry groups (in common/journal_entry_groups) and ensure that your custom groups have a context set. You can do that by simply adding one of the two context flags to all of your JE groups:[/p][p] [/p][p]“context = none/country”[/p][p] [/p][p]With “country” being the default one that you should attach to all your regular JE groups that are simply spawned and attached to a country and None being the new context that we use for Global Journal Entries.[/p][p] Global JEs themselves are scripted much like any other Journal Entry but they come with a bunch of new additional triggers and effects to account for the fact that they may be a shared object between several countries. It should be pretty self explanatory overall but it's a really cool and exciting feature that we will use a lot going forward and we can't wait to see you all get your hands on it as well![/p][p] [/p][p]The Peru-Bolivia Confederation is an example of an existing piece of content that has been updated to use this new system[/p][p] [/p][p]Below I have attached an example Global JE from our internal testing that we called the “Lippe Crisis”.[/p][p][/p][p][c]# Sample JE for global journal entries[/c][/p][p][c] [/c][/p][p][c]je_global_test = {[/c][/p][p][c]    icon = "gfx/interface/icons/event_icons/event_map.dds"[/c][/p][p][c] [/c][/p][p][c]    group = je_group_global_test[/c][/p][p][c] [/c][/p][p][c]    is_shown_when_inactive = {[/c][/p][p][c]        always = no[/c][/p][p][c]        #always = yes[/c][/p][p][c]    }[/c][/p][p][c]   [/c][/p][p][c]    modifiers_while_active = {[/c][/p][p][c]        lippe_crisis_ongoing[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]    scripted_button = je_global_test_button[/c][/p][p][c]    scripted_button = je_global_test_button_2[/c][/p][p][c]   [/c][/p][p][c]    should_be_involved = {[/c][/p][p][c]        OR = {[/c][/p][p][c]            country_rank >= rank_value:great_power[/c][/p][p][c]            country_definition = cd:LIP[/c][/p][p][c]            country_definition = cd:SCM[/c][/p][p][c]        }      [/c][/p][p][c]    }[/c][/p][p][c]   [/c][/p][p][c]    should_show_when_not_involved = {[/c][/p][p][c]        OR = {[/c][/p][p][c]            country_rank >= rank_value:major_power[/c][/p][p][c]            country_definition = cd:LIP[/c][/p][p][c]            country_definition = cd:SCM[/c][/p][p][c]        }  [/c][/p][p][c]    }  [/c][/p][p][c] [/c][/p][p][c]    possible = {[/c][/p][p][c]        always = no[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]    complete = {[/c][/p][p][c]        any_country = {[/c][/p][p][c]            count < 1[/c][/p][p][c]            OR = {[/c][/p][p][c]                country_definition = cd:LIP[/c][/p][p][c]                country_definition = cd:SCM[/c][/p][p][c]            }[/c][/p][p][c]        }[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]    fail = {[/c][/p][p][c]        any_country = {[/c][/p][p][c]            count > 2[/c][/p][p][c]            OR = {[/c][/p][p][c]                country_definition = cd:LIP[/c][/p][p][c]                country_definition = cd:SCM[/c][/p][p][c]            }[/c][/p][p][c]        }[/c][/p][p][c]    }[/c][/p][p][c]   [/c][/p][p][c]    immediate_all_involved = {[/c][/p][p][c]        if = {[/c][/p][p][c]            limit = { exists = c:LIP }[/c][/p][p][c]            change_relations = { country = c:LIP value = -10 }[/c][/p][p][c]        }[/c][/p][p][c]        if = {[/c][/p][p][c]            limit = { exists = c:SCM }[/c][/p][p][c]            change_relations = { country = c:SCM value = -10 }[/c][/p][p][c]        }[/c][/p][p][c]    }  [/c][/p][p][c]   [/c][/p][p][c]    on_become_involved_after_activation = {[/c][/p][p][c]        if = {[/c][/p][p][c]            limit = { exists = c:LIP }[/c][/p][p][c]            change_relations = { country = c:LIP value = -10 }[/c][/p][p][c]        }[/c][/p][p][c]        if = {[/c][/p][p][c]            limit = { exists = c:SCM }[/c][/p][p][c]            change_relations = { country = c:SCM value = -10 }[/c][/p][p][c]        }[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]    on_no_longer_involved = {[/c][/p][p][c]        if = {[/c][/p][p][c]            limit = { exists = c:LIP }[/c][/p][p][c]            change_relations = { country = c:LIP value = 10 }[/c][/p][p][c]        }[/c][/p][p][c]        if = {[/c][/p][p][c]            limit = { exists = c:SCM }[/c][/p][p][c]            change_relations = { country = c:SCM value = 10 }[/c][/p][p][c]        }      [/c][/p][p][c]    }  [/c][/p][p][c] [/c][/p][p][c]    on_complete_all_involved = {[/c][/p][p][c]        add_modifier = { name = lippe_crisis_averted years = 10 }[/c][/p][p][c]    }[/c][/p][p][c]   [/c][/p][p][c]    on_fail_all_involved = {[/c][/p][p][c]        add_modifier = { name = lippe_crisis years = 10 }[/c][/p][p][c]    }[/c][/p][p][c]   [/c][/p][p][c]    on_timeout_all_involved = {[/c][/p][p][c]        add_modifier = { name = lippe_crisis years = 10 }[/c][/p][p][c]    }[/c][/p][p][c]   [/c][/p][p][c]    on_weekly_pulse = {[/c][/p][p][c]        effect = {[/c][/p][p][c]            scope:journal_entry = {[/c][/p][p][c]                every_scope_je_involved = {[/c][/p][p][c]                    limit = {[/c][/p][p][c]                        NOR = {[/c][/p][p][c]                            country_rank >= rank_value:great_power[/c][/p][p][c]                            country_definition = cd:LIP[/c][/p][p][c]                            country_definition = cd:SCM[/c][/p][p][c]                        }                  [/c][/p][p][c]                    }[/c][/p][p][c]                   [/c][/p][p][c]                    scope:journal_entry = { remove_involved_country = prev }[/c][/p][p][c]                }      [/c][/p][p][c]            }[/c][/p][p][c]           [/c][/p][p][c]            scope:journal_entry = { remove_involved_country = c:FRA }[/c][/p][p][c]            scope:journal_entry = { add_involved_country = c:ARG }[/c][/p][p][c]        }[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]    weight = 1000[/c][/p][p][c]   [/c][/p][p][c]    timeout = 1825[/c][/p][p][c] [/c][/p][p][c]    should_be_pinned_by_default = yes[/c][/p][p][c]}[/c][/p][p][/p][h3]Geographic Regions[/h3][p] [/p][p]Another new feature we have added is Geographic Regions, these are arbitrarily defined and static script lists that you can use for all sorts of triggers and checks.[/p][p] [/p][p]Geographic Regions also come with map highlighting![/p][p]Adding these geographic regions is exceedingly simple, you first create a new file in your common/geographic_regions folder and write your lists into them:[/p][p]Some new geographic regions in Central Asia [/p][p][/p][p]I’ll also toss in the documentation for those:[/p][p][/p][p][c]geographic_region_key = {[/c][/p][p][c]    # All state/strategic regions are added together to form a geographic region[/c][/p][p][c] [/c][/p][p][c]    # the key to access this in script lists i.e __in_europe[/c][/p][p][c]    short_key = "europe"[/c][/p][p][c] [/c][/p][p][c]    # The Strategic Regions this geographic region encompasses[/c][/p][p][c]    strategic_regions = { sr: sr: sr: }[/c][/p][p][c] [/c][/p][p][c]    # The State Regions this geographic region encompasses[/c][/p][p][c]    state_regions = { }[/c][/p][p][c]}[/c][/p][p][c] [/c][/p][p][c]# Add a "_desc" localization key to include fluff/lore description of your geographic region[/c][/p][p][/p][p] [/p][h3]Regional Production Methods[/h3][p] [/p][p]One new feature that is very closely tied to Geographic Regions is the ability to define Production Methods that are specific to a part of the world, which allows us to add a lot more variation into the mix even for existing buildings, by for example unlocking special Coffee Production Methods in the “Humid Coffee Belt” Geographic Region. [/p][p] [/p][p]Please keep in mind that all numbers and designations you see below are very much work in progress![/p][p] [/p][p]While some geographic regions are more restricted in their size, the Humid Coffee Belt spans a larger part of the world: [/p][h3]Culturally Defined Name Order[/h3][p] [/p][p]You can now define the order in which names are represented via a new flag in the cultures database, by default this will be set to first_last but you may now also opt into last_first instead, meaning last or family names will be first and personal or first names will be put last. [/p][p] [/p][p]Korean is one of the cultures that uses this new naming scheme. Here we have Queen-Regent Myeonggyeong, wait, was she always here? [/p][p]We have applied this system to cultures across the world that we found it applicable to. Be honest with me, how many of you knew that traditionally Hungarian also puts last names first?[/p][p] [/p][h3]The Console[/h3][p] [/p][p]The console buttons have also received a bit of a facelift including a bunch of new buttons for commonly used commands and cheats. [/p][p]The eagle-eyed amongst you may also have spotted the new Inspect Country button which will open up the script runner window for your currently selected or observed country. You can also open up the inspector via console command. For example “inspect_country GBR” will open up the window for Great Britain.[/p][p] [/p][p]Look at my buttons, ye Mighty![/p][p][/p][p] [/p][p]Inspired by CK3 we have also added some more contextual debug buttons elsewhere, like a right-click menu button to kill a selected character for example. Purely for testing purposes of course![/p][p]We plan on adding more in the future.[/p][p] [/p][p]Please welcome our newest employee![/p][p][/p][p] [/p][h3]Script Only Modifiers[/h3][p] [/p][p]At long last, we have also added the ability to properly define script only modifiers, or “fake modifiers” as I like to call them. By adding a “script_only = yes” flag to your modifier in common/modifier_type_definitions. Doing this will suppress the error that you would otherwise receive and should no longer clog up your error log.[/p][p] [/p][h3]Law Amendments[/h3][p] [/p][p]Law Amendments, as introduced by Victoria in the last Dev Diary, are also completely moddable of course! You can define amendments in the newly created common/amendments database and then add them to your laws via a new effect. [/p][p]I'll once again add an example below:[/p][p] [/p][p][c]amendment_test = {[/c][/p][p][c]    parent = law_peasant_levies # optional reference to a law that dictates what stances IGs and movements have toward this amendment[/c][/p][p][c] [/c][/p][p][c]    allowed_laws = { # list of laws that the amendment can be added to[/c][/p][p][c]        law_professional_army[/c][/p][p][c]        law_national_militia[/c][/p][p][c]        law_mass_conscription[/c][/p][p][c]        law_census_voting[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]    modifier = {}[/c][/p][p][c] [/c][/p][p][c]    tax_modifier_very_low = {}[/c][/p][p][c]    tax_modifier_low = {}[/c][/p][p][c]    tax_modifier_medium = {}[/c][/p][p][c]    tax_modifier_high = {}[/c][/p][p][c]    tax_modifier_very_high = {}[/c][/p][p][c] [/c][/p][p][c]    possible = {[/c][/p][p][c]        always = yes[/c][/p][p][c]    }[/c][/p][p][c] [/c][/p][p][c]   can_repeal = {       always = yes   }[/c][/p][p][c] [/c][/p][p][c]    ai_will_revoke = {[/c][/p][p][c]        always = yes[/c][/p][p][c]    }[/c][/p][p][c]}[/c][/p][p][c] [/c][/p][p][c]# The effect:[/c][/p][p][c]## add_amendment[/c][/p][p][c]Adds an amendment to the scoped law.  [/c][/p][p][c]add_amendment = {  [/c][/p][p][c]    type = amendment_example  [/c][/p][p][c]    sponsor = interest_group  [/c][/p][p][c]    cooldown = 120 # months  [/c][/p][p][c]    timeout = 240  # months (optional, 0 = none)  [/c][/p][p][c]}[/c][/p][p][c]**Supported Scopes**: law[/c]  [/p][p] [/p][p]Well looking back that was quite a lot, but not everything! As always we have added a range of new triggers, modifier types, effects and smaller improvements to modding to the game but since we have already amassed this rather large list and the Dev Diary is getting long I'll leave the rest of it up to the changelog in a couple of weeks.[/p][p] [/p][p]Once again I would like to thank you all for your continued support and the incredible mods that you are all creating out there! :) [/p][p] [/p][p]Next time you will see us in dev diaries is this Thursday, where we will tell you all about Spain both in Update 1.12 and in Iberian Twilight.[/p][p] [/p]

Victoria 3 - Dev Diary #163 - The Fine Print

[p][/p][p][/p][p]G'day Victorians and a Happy Thursday. This is Chris, Narrative Designer, here to tell you about some of the free features in the 1.12 Update. Narrative content will be in future Dev Diaries. In the meantime, from negotiations to exploitative production methods to amendments, it will be wise to read the fine print before using these new devices in your next playthrough. [/p][p][/p][p]Also, we mentioned that modding will be in this diary last week, however Tunay went mad with power and decided to write so much we had to give him his own diary - so stay tuned next week for one on Monday and Thursday!
[/p][h3]Negotiations[/h3][p]Negotiations is a new system in which the player can offer something in exchange for an interest group to support – or at least stop stalling – the current law enactment. It functions essentially as an enactment event on demand, giving players the ability to load the dice and turn enactment in their favour. 
[/p][p]At last a chance to even the odds on difficult law enactments.[/p][p][/p][p][/p][p]To be more explicit, negotiation can do one of the following: [/p]
  • [p]Convince a neutral Interest Group to support the law, adding to enactment chance.[/p]
    • [p]Note: Interest Groups not in government who support the law do not contribute to enactment chance in Victoria 3. One must move them into the government first. [/p]
  • [p]Convinced an opposing Interest Group to stop stalling the law (that is, they become neutral, reducing stall chance). [/p]
[p][/p][p][/p][p]Depending on the situation, an Interest Group may be willing to accept favors that may advance their interests, or they may only be willing to change their stance for a very high price, or they may be too skeptical to even negotiate at all. This willingness to negotiate is represented by Amenability, a value out of 100. [/p][p][/p][p]Amenability takes into account a wide variety of factors, including modifiers from events and previous negotiations:
[/p][p]Whom to speak to first is actually a tactical decision, as making lots of promises will lower Amenability until you complete them.[/p][p][/p][p]A popup tooltip on hovering over an IG.[/p][p][/p][p][/p][p][/p][p]Other Amenability factors include boosts for ruler's popularity, various laws (e.g. secret police gives a boost), and modifiers - especially from having existing promises still outstanding. Interest Groups are also particularly keen to negotiate if they think it will make no difference anyway.
[/p][p]Based on Amenability, there are four levels of negotiation:[/p]
  • [p]
  • [p]25-49 Amenability: Negotiations will be difficult. Expect doubled costs and requests.[/p]
  • [p]50-74 Amenability: Negotiations will be pragmatic. Standard costs and requests.[/p]
  • [p]75-100 Amenability: Negotiations will be collaborative. Halved costs and requests.[/p]
[p][/p][p]Pressing the negotiation button will immediately pop up an Negotiation event of the corresponding level:[/p][p][/p][p]Many options are blatant quid-pro-quo favors.[/p][p][/p][p]Bribery is a very strong word, but…[/p][p]
[/p][p]Let us just say that if an IG somehow inherits a portion of the treasury in the form of non-descript subsidies, contracts and gifts, this will increase their political strength in the future. The public may be less than enthused if some do-gooder reporter were to ever publish the facts. 
[/p][p]Likewise if, by pure coincidence, the Interest Group finds itself suddenly in prominent positions all over the nation's bureaucracy, this will only give them opportunities to expand. Also don't expect them to actually do any bureaucratic labor. Afterall, isn't the point of these couchy government positions, where you can't even be fired, to stick your feet up and relax? 
[/p][p]Working too hard for the government only makes everyone else look bad. Besides, trying to really improve the country… you'd be at it all day! (I say all this as an ex-public-serviceman myself). [/p][p][/p][p][/p][p]Other than that, there are a variety of promises that can be made to the Interest Group. These will spawn a Journal Entry, with severe consequences for failure.
[/p][p]Interest Groups will tend to ask for changes that benefit them specifically: For example, the Armed Forces know full well that their own political strength will increase when the nation grows its army.[/p][p][/p][p][/p][p]Always read the fine print.[/p][p][/p][p]The Journal Entry includes buttons to admit the promise was a hoax all along, so we can all come to terms with the state of politics. Players can also announce delays, increasing the timeout for a slight cost to approval. [/p][p][/p][p]Lastly, negotiation is almost entirely powered by script, so modders are free to add more options and tweak balance to their heart's content.[/p][p][/p][h3]New Production Methods[/h3][p]On a more serious note: While Victoria 3 has always contained slavery, we previously didn't have any model for the exploitative practices that continued after slavery was banned. Our new plantation production methods, while still by no means perfect, are a step closer to representing the relationship between colonisation and the exploitation of plantation labor post-slavery, and also the violence of slavery itself in the few places it remained. [/p][p][/p][p]Plantations now have a higher mortality rate in general, and generally employ more people. There is differentiation between different plantations, with sugar in particular being the most deadly. This is particularly true to Cuban history during this era, where slaves were expected to be replaced after ten years. [/p][p][/p][p]Slavery will unlock a plantation's Violent Treatment production method, which represents the most brutal practices during the colonial era. Otherwise, if a country has no liberal laws, especially labor laws, the Exploitative Practices production method also boosts production at the expense of the workers standard of living and mortality. 
[/p][p]See below a comparison of the sugar and coffee plantations exploitative production methods, though note, as always, that the final numbers are likely to be tweaked for balance purposes. 
[/p][p]Sugar was infamous as the most deadly plantation crop. [/p][p][/p][p]All plantations have access to the new Working Conditions group, though each has different numbers to reflect differences in the crops.[/p][p][/p][p][/p][p][/p][p]Depending on the area in question, coffee also had a reputation for brutal working conditions. [/p][p][/p][p][/p][p]In general too, plantations tend to employ more people and output more goods. This makes them more construction efficient and advantageous to the weaker economies with lower wages, even when not using the exploitative production methods. This is to model the reasons behind why plantations were placed in the parts in the world with the least wages or workers rights.
[/p][p]These changes to plantations also should shift the economic balance in a way that models the reasons the colonial powers were driven to create colonial administration to oversee the production of valuable cash crops. By putting these colonies under their own charters, instead of using the metropole's laws to the letter, a double-standard system was created where local exploitation could continue even whilst labor reform was underway in European cities. [/p][p][/p][p]In terms of gameplay, this will make more profitable to release colonies as their own subject, or give them to companies to manage through a Colonization Rights charter.The nations with slavery from gamestart, such as Brazil and Cuba, will have a harder time moving away from slavery, and their landowners will feel a more destructive blow to their profits as slavery ends. All in all, this will create more historically accurate simulation. 
[/p][p]There are two major counterbalance points to slavery as well: First of all, the Slave Trade and Legacy Slavery Laws now come with -25%, -10% Influence penalties respectively, representing the diplomatic costs to maintaining these internationally illegal operations. [/p][p][/p][p]Secondly a new Slave Revolt movement has been created. Slaves will now launch full secessions or revolutions. Having a large army will help keep such revolts in check, unless you intentionally want to side with the slave revolt and cause a Haitian style revolution. [/p][p]
[/p][p][/p][p]If a nation loses their overlord's military support or doesn't keep their army up to size, the slave revolt movements can be deadly as more radical slaves join the movement over time.[/p][p][/p][p]
[/p][p]On a happier note, there are also new production methods to represent the manufacturing and technical developments that accompanied Sugar production, which assisted Cuba's eventual banning of slavery in earnest. 
[/p][p][/p][p]Likewise, Tobacco has unique Production Methods symbolising not only its manufacture, but its unique revolutionary history. Cuban tobacco workers, rolling cigars from dawn to dusk, had the idea that it might be nice for a person to read to them while they worked. They chipped in their own wages to pay a man to stand at a lector and read to them. Stories sure, but also news. And then, inevitably, workers' news, and the writings of the Cuban Independence movement. 
[/p][p]Cigarette rolling machines did much to transition the world from pipe smoke to modern cigarettes, though handrolled Cuban cigars have never gone out of fashion. [/p][p][/p][p][/p][p]Lectors improve the quality of life of the workers, but all that time to talk and think might give them… ideas. [/p][p][/p][p][/p][p]Wouldn't it be nice to listen to music on the wireless while we worked? [/p][p][/p][p][/p][p]That's all from me today. Now I'll hand over to Vicka who'll talk about the new ability to add fine print to laws through Law Amendments. [/p][p]
[/p][h2]Amendments and Other Free Additions[/h2][p]
[/p][p]Hello. This is Victoria, Narrative Design Lead of Victoria 3. Today, I will be covering the other free content updates and additions coming in Update 1.12, starting with the new Amendment system. Please note, as ever, that any screenshots attached are from a work-in-progress build, and certain elements may not be final.[/p][p]
[/p][h3]Amendments[/h3][p]Circa 1836, the qualification to vote in French elections was governed by the Charter of 1830. Under this constitution, men who paid 200 francs or more in direct tax were eligible to vote, a class which encompassed only 0.5% of the population. This small electorate, which excluded nearly the entire middle-class, was one of the leading grievances that led to the fall of the July Monarchy in 1848. It has hitherto been represented as Wealth Voting under our law system.[/p][p][/p][p]At the same time and across the Channel, the British voting franchise was governed by the Reform Acts of 1832. These laws, through a system of various property and rent qualifications, created an electorate which encompassed approximately 15% of the male population of the British Isles. The passage of the Reform Acts was considered a great victory of the liberal movement, and arguably averted revolution in Britain through incorporating the middle-classes into politics to a degree unseen in continental Europe. These laws have hitherto also been represented as Wealth Voting.[/p][p][/p][p]From a technical perspective, it is entirely correct to represent both laws as Wealth Voting. Both represented the political ambitions of the middle-classes at the time of their passage, both gate suffrage behind abstract wealth rather than property ownership, and neither quite fits into what we refer to as Landed Voting or Census Voting - yet their specifics are obviously different. What, then, is a manul to do?[/p][p][/p][p]Enter Amendments.[/p][p][/p][p][/p][p]Amendments are our system for the modularisation of laws. They may be added to laws by event during the enactment process, coming into effect upon the law’s successful passage. Additionally, some countries, such as the aforementioned France, may start the game with amendments on their laws.[/p][p][/p][p]Some enactment events that previously granted flat enactment success chance will now add Amendments to laws, adjusting the effect of the law once enacted in return for securing the support of certain interest groups.
[/p][p]Pictured: The Tenant Farmers law now faces no opposition from the Shogunate, but will exert a heavier tax burden upon the freshly-freed peasants.[/p][p][/p][p][/p][p]All amendments have a parent law, much like the Law Variants added in Update 1.9. Interest Groups inherit their stances on an amendment from their stance on this parent law. If an amendment has been enacted long enough ago, and there is more clout in government opposing it than clout supporting it, one may repeal the amendment, removing its effects from the law.[/p][p][/p][p]Pictured: The Church of Norway has taken a bold stance against hitting children with sticks.[/p][p][/p][p][/p][p]We have implemented several dozen amendments that may be amended to laws over the course of enactment, and some more appended to countries’ laws at game-start. Attached are some interesting examples.[/p][p][/p][p]We hope that this system will make the choices made during the law enactment process much more meaningful, and open the door for much more country-specific flavour in the future.[/p][p]
[/p][h3]Regencies[/h3][p]In Update 1.12, political power has been age-restricted. Countries where children formerly served in the position of Head of State are now ruled as Regencies, with a designated Regent ruling in their place until their age of majority.[/p][p][/p][p]Pictured: Spain, at game start, is now ruled by Queen-Regent María Cristina de Borbón, with Isabella occupying the slot usually reserved for Heirs.[/p][p][/p][p][/p][p]If, over the course of the game, a monarch’s ill-timed death leaves a child on the throne, a regency must be assembled. When assembling a regency, one may choose from a selection of Politicians to serve as Regent, with the interest group represented by the monarch-to-be receiving a bonus to its political strength in the duration. Whilst a regency is ongoing, a country’s legitimacy will suffer, and enacting laws will take slightly longer.[/p][p][/p][p]Once the monarch-to-be has reached the age of majority, they will be coronated, and the Regent will step down from their position.[/p][p][/p][p]“Hold on,” one might say, “isn’t María Cristina the starting Regent of Spain? How did her position come to be occupied by His Highness Captain General Baldomero Espartero, Viceroy of Navarre, Prince of Vergara, Duke of la Victoria, Duke of Morella, Count of Luchana, and Viscount of Banderas?”
[/p][p]This is quite a good question, and its answer will be revealed in a future dev diary.[/p][p]
[/p][h3]Electoral Clientelism[/h3][p]As I was sitting in the office’s library, reading about the Spanish Provisional Government of 1868, I was struck by a sudden bolt of inspiration. Enchanted by this vision, I proceeded to run downstairs and immediately implement it. The result of this burst of energy is the Electoral Clientelism amendment, our means of representing the systematic electoral fraud that characterised Spanish, Portuguese, Brazilian, and Latin American politics of the period.[/p][p][/p][p][/p][p]This system of fraud went by many names, the most common being the Spanish caciquismo and Portuguese coronelismo or mandonismo. Historically, it functioned through networks of clientelism in rural regions, with local communities granted certain incentives by a political boss, known as a cacique \[as in Spain] or coronel \[as in Brazil] in return for voting in certain ways. The local caciques were typically enmeshed in a network of informal power that included local government officials and members of the dominant political parties. It is this system that facilitated the Spanish turno and Portuguese rotativismo of the late nineteenth century, within which major political parties shared power through alternating terms in government.[/p][p][/p][p]These systems are notable as a symptom of the peculiar political situation of the Spanish- and Portuguese-speaking worlds of the time. In his analysis of the nineteenth century, historian Eric Hobsbawm posited caciquismo as a result of the Latin American political system being more advanced than the economy it was based upon. Historian and sociologist Benedict Anderson, in his analysis of cacique democracy in the Philippines, came to a similar conclusion, pointing at the heavily provincial and agrarian nature of the Filipino economy enabling the swift capture of democratic institutions by the rural oligarchy. Electoral clientelism of this type is notably common in political systems that mix voting rights with a widely illiterate and impoverished populace. The expansion of voting rights in Spain marked a corresponding increase in the scope of electoral clientelism, with the era immediately following the advent of universal suffrage contemporary with the height of the caciquist system.
[/p][p]The Electoral Clientelism amendment gives one the ability to decide the result of an election, at the cost of an escalating penalty to legitimacy. When a country with this amendment has an election, an event appears, allowing one to either rig it in favour of a certain party, or abstain from any coordinated election-fixing effort. When all parties cheat equally, one may assume that the result is roughly fair.[/p][p][/p][p]If one chooses to rig the election, one will receive a modifier decreasing the country’s legitimacy, modified by the country’s Free Speech law. This modifier will increase in intensity over time. If one has Right of Assembly, rigging one election may grant -5 legitimacy, whilst rigging three in a row will grant -15. Abstaining from rigging the election will reduce this penalty, and grant progress towards abolishing this system.[/p][p][/p][p]Unlike most other Amendments, the Electoral Clientelism amendment may be inherited by any law that permits for voting. For example, if Brazil begins the game with Electoral Clientelism on its Wealth Voting law, and enacts Landed Voting, this amendment will automatically be added to its new voting law. If one wishes to remove this system, one must refuse to make use of it for five elections in a row, after which one may choose to rid one’s country of it for good.[/p][p][/p][p]At the moment, the Electoral Clientelism amendment affects the electoral laws of all countries with the Age of Caudillos Journal Entry, as well as Portugal, Brazil, Spain, and all of her colonies. It would be very inaccurate, however, to state that these countries were the only ones to experience systemic election-fixing within our time frame. We are presently working on developing a more generalised system of electoral fraud - watch this space for more developments in the field.[/p][p][/p][hr][/hr][p][/p][p]That is all this time!
[/p][p]Hello, Pelly here to let you know what is up next for dev diaries!
[/p][p]Modding was meant to be in this dev diary but now, you lucky Victorians, you get two dev diaries next week, one on Modding on Monday and a look at narrative content for Spain on Thursday! [/p][p]
We also have a Christmas Sweater available as part of the Paradox Christmas Collection from Pixel Merch! To keep you warm, and looking like a very cosy Industrialist![/p]

Victoria 3 - Dev Diary #162 - Iberian Twilight

[p][/p][p]Hello Victorians, I am Lufthansi, narrative designer on Victoria 3, and I have been authorized by His Excellency General Baldomero Espartero to inform the public of the impending arrival of our upcoming Immersion Pack, Iberian Twilight, that will be released on 11th of December alongside the free 1.12 Update. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]So, welcome to Iberian Twilight![/p][p][/p][p]With Iberian Twilight we wanted to highlight the historical dynamics of 19th century Spain and Portugal, as well as shine some light on countries in their wider orbit, such as Cuba, the Philippines, the Dominican Republic, and Morocco. [/p][p][/p][p]Spain and Portugal, once mighty colonial empires, are now finding themselves beset by both domestic and international challenges. Having lost their holdings on the American mainland in the wake of the Napoleonic Wars, the two nations must decide how to adapt to a post-imperial reality. Should they pursue new goals, tied to different visions of greatness and the application of the political and technical innovations of the age, or strive to restore what once was - be it by diplomacy or by force?
[/p][p]In 1836, Spain - the primary focus of our Immersion Pack - finds itself in the midst of a civil war pitting the Liberal Isabeline government against the forces of the reactionary pretender Don Carlos. This battle for supremacy between the so-called 'Two Spains' can not merely be settled on the battlefield however. Spain will have to pursue economic and political reforms, define their relationship with their former colonies, and deal with the ambitions of military strongmen - courtesy of a reworked coup system.[/p][p][/p][p]Portugal, still recovering from the devastations and political tumults of the Liberal Wars that ended barely two years prior, must try to navigate an uncertain political and economic landscape, while re-establishing themselves as a respected actor on the global stage. 
[/p][p]Outside of Spain and Portugal proper, you will be able to engage with, among other things; anything from the sugar boom and drive to independence or political integration in Cuba, the development of a new economic class and national culture in the Philippines, and the struggle for centralization in Morocco - where government authority barely extends beyond the gates of its larger cities. 
[/p][p]With this lovely infographic summarizing the content available in Iberian Twilight below:[/p][p][/p][p]Iberian Twilight and the accompanying 1.12 Update will be released on the 11th of December. For additional screenshots, or to wishlist it, please visit Iberian Twilight's Steam store page here. Or, you can pick up Iberian Twilight now in Expansion Pass 2![/p][p][/p][p]In the following weeks we will go through the contents of Iberian Twilight in more detail. The first of these will arrive next week, where Chris, Victoria and Tunay will outline the new Negotiations and Law Amendment features that will be introduced as part of the free Update as well as a look at what is new for modding in 1.12. [/p][p][/p][p]So, until then, I and the rest of the Victoria 3 development team wish you an excellent Thursday.[/p][p]
[/p]

Hotfix 1.11.1 is now LIVE! - Not for Problem Reports!

[p]Hello Victorians![/p][p][/p][p]A small hotfix today addressing a number of bugfixes, as well as a special surprise in content. 
[/p][p]After a short time in Opt in Beta, we have moved it over to a proper hotfix release - featuring fixes for audio being played multiple times and to capitalists/aristocrats being confused by financial districts. 
[/p][p]Checksum for this hotfix is 1ebc. Savegames from previous 1.11 versions should work, but for the most benefit from bugfixes or balance changes it is best to use a new save![/p][p][/p][p]The following changes have been made to the game compared to 1.11.0:[/p][h2]Balance[/h2]
  • [p]It is no longer possible for revolutions to fire if they do not have the support of any army units at all. Secessions can still fire with the support of no army units, so long as they can potentially raise conscripts[/p]
[h2]Content[/h2]
  • [p]Spooky season is alive! Alive![/p]
[h2]Bugfixes[/h2]
  • [p]Fixed an issue that caused the HBC to be unable to colonize the Yukon Territory[/p]
  • [p]Moved the mobilization sound to be a global sound to play any time the player becomes involved in a conflict, but only if he is not in a conflict already[/p]
  • [p]Moved the revolutionary movement sound to only play once when a Political Movement becomes insurrectionary, it will play the sound if the map is visible or the movement list in the Politics panel is visible when it turns insurrectionary[/p]
  • [p]Fixed a bug where ownership buildings tended to snipe capitalists/aristocrats from each other instead of hiring other eligible pops for those jobs[/p]
  • [p]Fixed a bug where country monopolies were not correctly blocking private construction of the monopolized building types[/p]
  • [p]Fixed a bug where political strength from wealth was truncated, resulting in (among other issues) pops with wealth lower than 8 getting no political strength from wealth[/p]
  • [p]Fixed a bug where a civil war that failed to get the support of any states (due to all its valid states already supporting a different civil war) could start and restart every single week
    [/p]
[p]Previous Patchnotes[/p][p]1.11[/p][p]
[/p]