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Dev Diary #115 - Graveyard of Empires



Hello. This is Victoria, and today I will be covering the remainder of the Great Game-themed narrative content which is coming in Sphere of Influence and its accompanying update.

To avoid any confusion, I would like to clarify that none of the narrative content shown in this diary, nor the last diary, is gated behind the Great Game objective. The Great Game objective provides objective subgoals which grant points for certain journal entries and a score tracker which interfaces with much of this content for a more focused experience–it is not required to experience this content. All content within this diary, unless specified otherwise, is available both in sandbox mode or during the course of any objective.

[h2]Afghanistan[/h2]

Afghanistan in 1836 is far from a united land. The slow collapse of the Durrani Empire has left it in a state of civil war for decades, with the primary claimants to the throne forming fiefdoms centred in Herat, Kabul, and Kandahar. In addition to this unfortunate internal situation, the Afghan states find themselves menaced by Persia’s expansionist ambitions from the West, the encroaching British East India Company from the East, and Russian influence from the North.



All Afghan states start with the Afghan Reunification Journal Entry active. Whilst the primary contenders for reunifying Afghanistan are Herat, Kandahar, and Kabul, the minor khanates of Maimana and Kunduz also have this available, allowing for the formation of an Afghanistan under an Uzbek Khan.



This journal entry allows all Afghan contenders to appeal to either Russia or Britain for military and diplomatic support in reunifying Afghanistan. If the relevant Great Power approves the contender’s request, they will be more inclined to support said contenders in diplomatic plays, and the contender will receive military bonuses in return for an obligation.



Once unified, a freshly formed Afghanistan may choose to either pursue additional claims on Pashtun and Tajik homelands, at the cost of infamy, or stop its expansion whilst it’s ahead.



Afghanistan’s unification content will be available to all players in the free update accompanying the release of Sphere of Influence.

[h2]Persia[/h2]

Persia in 1836 is a country swelling with expansionist ambitions. The newly enthroned Mohammad Shah has consolidated his power, and wishes to annex the Principality of Herat as part of a grand ambition that would unify the Persian-speaking populace of Afghanistan with Persia and extend Persian influence throughout Central Asia.



In Sphere of Influence, these expansionist ambitions are represented through the Eastern Frontier Journal Entry. This journal entry provides the tools needed to realise Persia’s expansionist interests, with buttons for approaching either Russia or Britain, as well as gaining claims on the remainder of Central Asia under certain conditions..



If Persia occupies Herat, Britain will be warned, and will have the opportunity to demand that Persia withdraw from the region. If Britain sends the demand and Persia chooses to back down, this will represent a major humiliation setback in its expansionist ambitions. If Persia refuses to back down, Britain will become much more hostile towards Persia, and represent a major impediment to its future efforts.



While expanding North and East, Persia will encounter the massive slave markets of Turkmenia and Uzbekistan, and be faced with the need to either free the slaves or allow them to remain in captivity.



Additionally, Persia will have the opportunity to restore the great city of Merv, formerly one of the largest cities in the world before its desolation by Tolui Khan.



If Persia is successfully able to complete this Journal Entry, it is almost certain to become a major power in its own right–one that may be able to become recognised, expel both Russia and Britain from Central Asia, and force an end to the Great Game.



The above content for Persia is available for all owners of the Sphere of Influence expansion pack.

[h2]Korea[/h2]

Korea, despite being far from Central Asia, was not untouched by the Great Game. In the mid-to-late nineteenth century, it began feeling the effects of European influence, causing unrest among the intellectual class and the peasantry. The philosophy of Donghak, or Eastern Learning, was intended to present a path to establishing a democratic and egalitarian society in Korea whilst simultaneously refusing encroachment by foreign powers.



To represent Korea’s isolation from the world during this period of the Joseon Dynasty, Korea has been given the Isolationism law at game start. Once this law is replaced by a different trade law, a sufficient degree of turmoil builds up, and the effects of foreign influence begin to be felt in Korea, a new journal entry will appear. The Donghak Movement journal entry represents the hybrid religious-political peasant movements that occurred in Korea around the late 19th century. Whilst it is active, revolutions involving the Rural Folk will be greatly strengthened.



There are two paths to removing the threat of a peasant rebellion–reducing the amount of radicals in Korea to a manageable level, or completing the demands that the movement offers the government. Whilst the Donghak movement is active, they may issue a petition to the government, demanding that Korea go back into isolation, permit religious tolerance, and reduce the power of the Yangban. Accepting the petition will please the Rural Folk and decrease the threat of imminent revolution, but failing to meet its demands within the time allotted will make the situation endlessly worse.



If a movement involving the Rural Folk becomes revolutionary, the Journal Entry will fail, and massively escalate both the radicalism of the movement and the progress of the revolution. What would formerly have been mere civil unrest will transform into a near-guaranteed civil war–one which could run the risk of a foreign intervention which would be disastrous for Korea.



If Korea has a civil war whilst a subject of China, China will be inclined to come to the defence of its loyal government–but a modernised Japan may also be inclined to intervene, and be much less predictable in its allegiance.



As a bonus, Korea has also had several events pertaining to the Joseon monarchy added, allowing for the appearance of characters such as Gojong and the Empress Myeongseong.



This content for Korea is available for all players who own the Sphere of Influence expansion pack.

[h2]The Caucasus[/h2]

In Sphere of Influence, both of Russia’s opponents in the Caucasian War–Circassia and the Caucasian Imamate–receive journal entries to represent their role in the conflict. In the case of Circassia, this journal entry is completed by expelling the Russians from Kuban and achieving the borders claimed by the Circassian parliament.



Upon either the expiration of the truce between Circassia and Russia–or Russia’s escalation of the war using its Caucasian War journal entry–Circassia receives an event representing the historical Parliament of Independence in 1861. This event offers the opportunity to either focus on modernising the military in preparation for a Russian invasion, or appealing to foreign powers for recognition and support.



Foreign powers with an interest in the Caucasus region will receive the option to offer recognition to Circassia upon the conclusion of its war with Russia, as well as becoming more inclined to support it in a defensive war.



The Caucasian Imamate has also received a journal entry covering its struggle for independence. Its attached modifier grants the Imamate benefits in terms of morale and defence on states it owns.



Once Circassia’s starting leaders have died, the Imamate may use this journal entry to dispatch a leader to Circassia, fostering a formal alliance between both states.



If the Imamate and Circassia reverse the course of their wars and expel Russian influence from the North Caucasus, the Russian government will no longer have the ability to exert influence within the region. It will be forced to either try to maintain its administration through a storm of radicalism, or pull out from the region. Depending on the social technologies that Russia has unlocked, the collapse of the Caucasus may take the form of the restoration of some of its traditional kingdoms, the appearance of modern nation-states, or the establishment of a unified Transcaucasia.

Pictured: The third option is unlocked by the Nationalism technology, and the fourth by Pan-Nationalism.

Pictured: The result of the first option.

Content for the Caucasian Imamate and Circassia is available to those who own the Sphere of Influence expansion pack.

[h2]Earning Recognition[/h2]

The “Earning Recognition” Journal Entry permits an unrecognised major power to work towards the status of recognised nation. This journal entry replaces the currently existing Force Recognition wargoal–whilst defeating the Great Powers in wars still benefits an unrecognised nation immensely, it is not a one-and-done path to being regarded as an equal.



Conditions which benefit the cause of recognition include defeating Great or Major powers in wars, having high vital statistics such as GDP per capita, standard of living, and literacy, enacting voting rights, and using the new Request Embassy diplomatic action on Great Powers.



The Request Embassy Diplomatic Action is unique to this journal entry, and permits for requesting embassies in Great Powers. Each Great Power that is willing to accept an embassy will raise the progress towards Recognised status by 10%.



Conditions which harm the cause of recognition include having poor vital economic indicators, being defeated in a war, and having certain regressive laws that demonstrate one’s nation to be an unreliable business partner.



Earning Recognition will be available to all players as a part of the free update 1.7.

And that is all. Thank you for reading. Next week, Max will cover the new art of Sphere of Influence.

Dev Diary #114 - The Great Game



Hello. This is Victoria, and today I will be covering much of the Great Game-themed narrative content which is coming in Sphere of Influence. This will be the first dev diary covering narrative content, with the second covering minor nations in the Great Game and other related content.

The Great Game


Throughout the nineteenth century, Russia and Britain competed with one another for influence in Asia. This period of rivalry was known colloquially as the Great Game, beginning in the Caucasus and Central Asia, and expanding over time to include struggles for influence in areas as far away as Korea and China.

The new Great Game objective diverges from the more sandbox-oriented objectives by serving as a guided tour of this period in history. Whilst much of the content involved in the Great Game is available to owners of Sphere of Influence during every playthrough, the Great Game objective contains objective subgoals designed to guide the player through this content and represent the progress of the Great Game as a whole.

To ensure the best experience, the Great Game objective is only available for the six historical participants specified below—Russia, Britain, Persia, Kabul, Herat, and Kandahar.



Upon launching the Great Game, the first thing one will see is a list of objective subgoals, along with the subgoal which represents the core of the Great Game. The Great Game objective mixes country-specific and generic objectives—whilst both Britain and Russia have the objective of securing influence over Persia or creating an Afghan protectorate, they also have country-specific objectives which will be covered later in the diary.



The Great Game core subgoal is where the progress of each nation in the Great Game is tracked. Completing each subgoal will benefit the nation that completes it, pushing the bar to the right or the left. The bar will also drift in one direction or another each year, according to differences in national prestige and market GDP.

As can be seen here, there are three currently unopened questions in the Great Game—the fate of the Caucasian states, and the struggle for influence over Afghanistan and Persia. These are victories to be had. Both Britain and Russia have made advances before the game’s start, with Britain benefiting from their successful expedition through the Hindu Kush and into Bukhara in 1831, and Russia benefiting from enforcing the Treaty of Turkmenchay in 1828. In the Great Game, Victories represent conflicts within which both powers vie against one another, and advances represent more technical, military, or diplomatic achievements.



When the journal entry concludes, the position of the bar will determine whether the Great Game has a victor, or whether neither power was able to gain supremacy. The power that wins the Great Game will receive a prestige and Power Bloc cohesion bonus, and the nation which is defeated will be humiliated in the eyes of the world.




Of course, the Great Game does not always have a winner. Contrary to the views of the imperial administrators vying over the territories of Central Asia, the people which reside there have agendas of their own. If, whilst playing as a Central Asian or Persian power, one pushes both Britain and Russia out of the region, the Great Game will be forced to a close with both Great Powers being humbled.

[h2]Generic Content​[/h2]

Whilst both Britain and Russia have their unique national priorities, the core of the Great Game lies in the battle for leverage over Central Asia. Both Great Powers have generic subgoals for acquiring influence in this region.

[h3]Afghanistan[/h3]

In Afghanistan, for example, one may establish a protectorate over all the nations in the region—but the process does not stop there. The power which successfully establishes a protectorate over Afghanistan must keep it for ten years, without any Afghan states slipping out of their grasp.



At the game’s start, Afghanistan’s borders are quite different from what they were at the end of the period. This is owed to the Anglo-Russian Agreement of 1895, in which Russia and Britain jointly decided upon the borders of the Afghan state. Once Afghanistan unifies, a journal entry modelling this will appear for both Britain and Russia, along with an objective subgoal for those playing the Great Game.



The Pamir Delimitation journal entry represents the negotiations between Britain and Russia to determine the borders of Afghanistan. Depending on the borders of Afghanistan at the beginning of the process, the journal entry will present a variety of different proposals, permitting the Great Powers to grant or claim a varying amount of land.

Pictured: Britain has decided that Afghanistan’s southeastern border should be drawn along the Indus River, whilst Russia has decided upon giving it some territory in the North.

Once both Great Powers have agreed to a treaty, it is presented to Afghanistan, which has the option to accept or refuse. If Afghanistan refuses, the Great Powers will need to do another round of negotiation, this time with additional coercive measures available to them.




If Afghanistan continues to refuse or the Great Powers fail to come to a deal, negotiations will break down, and overlapping claims will almost guarantee future wars in the region.

Pictured: Some of the shapes that a post-Pamir Delimitation Afghanistan may take. Some of these may prove more viable than others.


[h3]Persia[/h3]

The requirements for successfully completing the subgoal to secure influence over Persia is similar to Afghanistan, with the caveat that the territorial integrity of Persia must be maintained, at least to some extent. The fluid borders and expansionist ambitions of Persia, which will be shown in more detail next week, mean that Persia may take many shapes over the course of a game.



[h3]Himalayan Exploration[/h3]

Throughout the late nineteenth centuries, European explorers constantly attempted to penetrate through the Himalayan Mountains, to chart the Tibetan Plateau and determine the best routes for a military expedition into the interior of China. Sphere of Influence adds a new expedition into the Himalayas, with ramifications for the Great Game if successfully completed.



Whilst your explorers survey the roof of the world, they may come across many things, from mountains higher than any seen before, or fascinating wildlife.



In addition to the risk of losing life or limb to both frostbite and the wildlife’s claws, any European expeditions trespassing into this region will run the risk of causing diplomatic incidents with China. It is best to tread cautiously, lest the expedition be sent back humiliated—or not come back at all.



[h2]Country-Specific Content[/h2]

In the Great Game objective, the majority of objectives are country-specific. In many cases, these objectives are linked to journal entries that are available for a country in any playthrough, with the objectives serving as a way to point out specific journal entries and grant the player points in the Great Game for completing them.

[h3]The Caucasian War[/h3]

For example, in Russia, the “Secure the Persian Border” objective is tied to a new journal entry that is available for Russia at the game’s start.



The Caucasian War is a conflict that has been raging for some time at the beginning of the game, beginning with the Russian attempt to annex Circassia in the mid-eighteenth century. In 1836, the Caucasian Imamate and Circassia continue to resist Russian domination of the region, making much of the region effectively ungovernable. Russian control of the South Caucasus is exerted primarily through the Georgian Military Highway—a route constantly threatened by the unrest in the North Caucasus. If Russia loses control of the North Caucasus, it is certain to lead to the loss of the South as well.



Whilst the Caucasian War journal entry is active, events will intermittently fire, covering various situations related to the war. The options in these events often increase devastation in the region, which will make things more difficult for the Imamate and Circassia, at the cost of spilling out into Russian-controlled regions as well.




Once Russia has either successfully researched certain technologies or reached the end of its starting truce, the war may be escalated into a full-scale conflict, which permits the use of ordinary diplomatic plays against these nations.



Upon escalating the war, the Russian armed forces in the Caucasus will present the historical Milyutin memorandum to the government. Accepting this memorandum will please the command of the armed forces, but lead to the historical outcome of the Caucasian War—the devastation of the region, depopulation, and the forceful expulsion of much of the Circassian population to the Ottoman Empire.



Circassia and the Caucasian Imamate also have content related to the conflict, which will be shown off in the next dev diary.

The rest of the Caucasian War requires the Sphere of Influence DLC, but the content pertaining to the Milyutin memorandum and brutal depopulation of the Caucasus does not. Whilst this is a gruesome event in history, it is also not something which can in good conscience be overlooked.

[h3]Kazakhstan[/h3]

As of 1836, the Kazakh steppes have been under the Russian Empire for several decades. The power of the Khan has recently been abolished, and the Kazakh zhuzes placed under the command of various Russian-appointed agha-sultans. However, this system of administration is beginning to fray. Early in the game, Russia will receive an event notifying them of the rise of Kenesary Kasymuli, a Kazakh aristocrat who has come to spearhead Kazakh resistance against Russian rule.



When this event occurs, a new unresolved victory appears in the Great Game central subgoal, and a new subgoal, along with its corresponding Journal Entry, appears.



The Pacification of the Steppes journal entry is completed by slowly and peacefully annexing the Kazakh protectorates, and fails if the Kazakh protectorates’ liberty desire rises too high, or if ten years pass without successfully achieving this goal.



Whilst the journal entry is active, events pertaining to Kenesary’s rebels will fire, possibly interfering with the liberty desire of Russia’s Kazakh subjects.



In addition to firing events for Russia, Kenesary will also fire events for the Kazakh zhuzes and the Central Asian khanates, giving them a chance to side with Kenesary when he eventually launches his final play for control of Kazakhstan.



If Russian rule is sufficiently disrupted, and Liberty Desire reaches too high a value, Kenesary will seize control of the Uly Zhuz and launch his independence war against Russia, along with the allies that he’s collected along the way.



If Russia can successfully crush the revolt, they will gain progress in the Great Game—but it has far more to lose than to gain. Whilst Britain is not necessarily aiding Kenesary, his victory will represent a coup for Britain, as Russia now has much more work to do to reach Afghanistan.



If Russia succeeds, it will have an opportunity to menace the other Central Asian Khanates, and, upon researching Civilising Mission, unlock a new journal entry—the Conquest of Turkestan.




[h2]Other Russian Subgoals[/h2]

Throughout the course of a game, Russia will periodically unlock additional subgoals which will advance its position in the Great Game. These subgoals represent various historical aims of Russia, and are exclusive to the Great Game objective.

The Codify the Chinese Border subgoal represents the Russian Empire’s desire for the various territorial concessions in Central Asia and Outer Manchuria signed away by the Qing Empire in the mid-nineteenth century. The acquisition of Outer Manchuria was instrumental to the ability for the Russian Empire to project power into the Pacific Ocean, a situation which eventually led to British concerns over the integrity of their Pacific colonies and their later alliance with Japan.

To complete this subgoal, Russia must both acquire these territories from China, and force China to abandon claims on the territory. If a non-player China has been weakened by the Opium Wars and other calamities, the options to sign the Treaty of Aigun, Beijing Treaty, and Chuguchak Protocol provided by the Ruler of the East Journal Entry are a perfect way to see this goal through whilst minimising both the risk of war and the negative implications of a revanchist China on the border.



The Acquire Manchurian Concessions subgoal also relates to the relations between China and Russia, and is triggered by the Russian acquisition and incorporation of a state in Outer Manchuria. This subgoal encourages Russia to acquire a treaty port in Manchuria, and construct the historical Chinese Eastern Railway, which served as the furthest Eastern branch of the trans-Siberian railway until the opening of the Amur River Line in 1916.



With the Russian acquisition of Outer Manchuria also comes ambitions to secure a protectorate over Korea. Korea was considered to present a risk in the hands of a foreign power as a staging point for the decapitation of Russia’s Far Eastern naval assets. Historically, the Russian Empire contended diplomatically with Japan for influence in Korea following the first Sino-Japanese war, a period which would meet its climax with a Japanese-sponsored coup killing the Queen of Korea and forcing the King to flee to the Russian embassy.

This period of heightened tensions between the modernising Empire of Japan and Russia would cool for a brief period with the establishment of several agreements that would establish a balance of power in Korea. These agreements would come to an end following the end of the Russo-Japanese war, and the later Japanese conquest of Korea. The Secure a Korean Protectorate subgoal represents an alternate route—the ambition of both Nicholas II and factions within his government to establish full Russian control of Korea.



[h2]British Subgoals[/h2]

In the 1830s, British citizens and ships played a role in assisting Circassia against Russia. Whilst Britain was historically unwilling to escalate its involvement in Circassia beyond occasional shipments of weapons or volunteers dispatched by private citizens, it considered exerting influence into the Black Sea to be in its national interest.

The Disrupt the Russian Caucasus subgoal represents the various initiatives amongst British civil and political society to assist Circassia, and react to what they saw as the threat of Russia taking control of the Ottoman Empire if it could consolidate its territories in the Caucasus.



The Expand British India subgoal represents the desire to expand the territories controlled by the East India Company into Burma and modern-day Pakistan. A strong East India Company, or British Raj, may serve as a valuable counterweight to Russian influence in the region, and a centre from which Britain may project power into the remainder of Asia.



The Contest the Russian Pamirs subgoal represents an abortive attempt in 1902 by Britain to seize control of the Pamir Mountains and establish an independent buffer state through a deeply unsubtle method—a direct military incursion with cooperation from Afghanistan.

Whilst this proposition was historically rejected by the British government before materialising, the acquisition of Tajikistan by Russia will present Britain the opportunity to launch the proposed invasion. If Britain can manage to seize Tajikistan or establish a new Tajik state in its power bloc, it will gain a decisive advantage in the Great Game.



The final unique subgoal for Britain is to counter Russian Pacific Influence. This represents the historical Anglo-Japanese Alliance of 1902, which was formed in reaction to the strengthening of the Russian presence in its Far Eastern territories. This subgoal is triggered by Russia developing naval bases in Outer Manchuria, heralding an incoming threat to the British fleet in the Pacific.



Next week, I will cover the content for minor nations involved with the Great Game, as well as how sandbox mode works with the new content. And that is all. Thank you for reading.

Dev Diary #113 - Diplomatic Catalysts



Hello and welcome to another Victoria 3 Dev Diary! As we already mentioned, there’s been some changes in the Dev Diary schedule due the release date to Sphere of Influence/Update 1.7 being delayed, so today we’ll be talking about Diplomatic Catalysts instead of the previously planned Great Game dev diary. We’ll be posting a new Dev Diary schedule as soon as it’s finalized, most likely next week.

Right then, let’s get to the topic at hand. Diplomatic Catalysts is a new system added in update 1.7, the role they play in creating Political Lobbies, and the impact they will have on how the diplomatic AI acts towards other countries.

So, what is a Diplomatic Catalyst? Put simply, a Diplomatic Catalyst is a type of diplomatic ‘occurrence’, positive or negative, between two countries. There are many different types of Catalysts, here is a small list of examples:
  • Relations between two countries increases by one full ‘level’ (for instance from Cordial to Amicable)
  • A subject has their autonomy decreased
  • Two countries end up on the same side in a Diplomatic Play
  • A country reforms their government and becomes significantly ideologically divergent from another country’s government
  • A country declares another country their rival
  • A country breaks off a mutually negotiated Diplomatic Pact with another


Each type of Catalyst may result in the creation of a Political Lobby in one or both of the countries, targeting the other country. The type of Lobby and chance for it to appear depends on the nature of the Catalyst (such as whether it is of a hostile nature), the diplomatic conditions between the two countries, and whether the overall conditions are suitable for the creation of a Lobby. For example, a ‘Relations Increased’ catalyst will only create pro-country lobbies, with an increasingly higher chance to do so the higher relations go. Conversely, the ‘Pact Broken’’ catalyst can create both pro and anti-country lobbies and is more likely to do so the more significance the broken pact had for the country that just had it taken away from them. Some catalysts, such as ‘Ideological Divergence’, can result in the creation of either a Pro or an Anti-Country lobby.

Of course, it isn’t as simple as just being a dice roll: the proper conditions must be in place for a Lobby to appear to begin with and there must be at least one non-marginalized Interest Group interested in joining the Lobby. Additionally, the calculation for whether an Interest Group wants to join a lobby or not can depend on the type of Catalyst: For example, if the ‘Ideological Divergence’ catalyst creates a Lobby, Interest Groups calculating their desire to join that lobby will place additional emphasis on their own ideological view of the country in question. After all, just because a country that’s going all in on Market Liberalism has ideologically diverged from your government doesn’t mean your in-opposition Industrialists aren’t over the moon about their new politics.

The signing of a Defensive Pact between Brazil and the USA has resulted in the creation of a powerful Pro-American Lobby comprised of the Industrialists and Landowners

Right then, onto the diplomatic AI. Since this is a topic we haven’t talked about in a while, I thought I’d give a little refresher on how the AI decides its behavior towards other countries, before telling you about how this decision-making process will change in 1.7.

Fundamentally, the most important factor in how an AI country behaves towards another country is their Attitude. Attitude is mainly determined by a country’s Attitude Score and Strategic Desire, which is in turn influenced by their Diplomatic Strategy and other factors such as active Journal Entries.

Confused yet? I’ll try to illustrate with an example: If you’ve ever played Mexico, you should be all too familiar with US aggression. They typically start as Antagonistic towards Mexico and progress to Belligerent after some time has passed. Though these are both hostile attitudes, they differ considerably in which particular hostile behaviors the AI will engage in.

Antagonistic AIs will tend to oppose you in diplomatic plays and use hostile diplomatic actions like rivalry and embargo, but will rarely attack you outright. Even if they do attack, they will do so using wargoals aimed at weakening you or at worst snatching away subjects they have an interest in: they want to keep you in check but they don’t have any interest in taking your land.

Belligerent AIs, on the other hand, are very much interested in taking your land. They may be after just a single state, or a handful of states, or they may in fact be seeking outright annexation. Regardless, when a Belligerent AI comes over for a visit, you’d better hope that your army and its allies are up to the task of seeing them off.

So why does the AI pick one over the other? It all comes down to the aforementioned Strategic Desire, which represents their long-term diplomatic goals towards a particular nation. The US tends to start with the ‘Antagonize’ Strategic Desire towards Mexico, and change to ‘Conquer’ once they research Nationalism and unlock the Manifest Destiny Journal Entry. If these sound like they line up directly with Antagonistic/Belligerent, it’s because they do! In some cases, a Strategic Desire will translate directly into a particular Attitude unless offset by the Attitude Score, while in others it’s more nuanced. I don’t want to go too on too much of a tangent into Attitude Score, but you can think of it as the AI’s calculation of whether it’s willing to set aside its long-term diplomatic goals for short-term reasons. I.e., ‘we do want to conquer a state from the Ottomans, but at the moment we need them to protect us against Austria’.

‘Maintain Balance of Power’ is one of the more common Diplomatic Strategies, and has the AI pursue more moderate diplomatic goals, avoiding excessive infamy and preferring weakening their rivals to expanding their borders in most cases.

When the AI is prompted to select a Strategic Desire towards another country, they look at the pool of available and achievable desires, assign them a score, and then select through a weighted random process. As mentioned above, Diplomatic Strategy plays an important role here: A country with the ‘Acquire Colonies’ strategy needs no particular reason to select the Conquest desire towards a juicy Unrecognized target, while a country with ‘Defend the Borders’ will only consider picking it to retake lost territories, and even then they’re reluctant to do so in an offensive war. Journal Entries also factor heavily, as we saw with the Manifest Destiny example above. There are of course many more factors in how the AI scores different desires: as an example, AI countries tend to pick more hostile desires towards a country going full-in on radical leftism if they themselves are not pursuing a similar path.

But enough with the long-winded explanations, let’s get to what has actually changed in 1.7. I mentioned above that the AI selects a Strategic Desire ‘when it is prompted to do so’, and here is the crux of the matter. In the current version of the game, the AI uses a system that you could call a ‘reroll progress bar’. For each country, it tracks the progress of said bar, which increases slowly over time but can also make larger jumps from certain occurrences, such as the country selecting a new Diplomatic Strategy or the two countries suddenly ending up opposed in a play, essentially a much simpler version of the very Diplomatic Catalyst system we’re going over in this DD.

Once the reroll progress bar hits 100, the AI will re-roll its strategic desire, often with an additional weight towards ‘staying the course’, particularly towards a country they have long-standing diplomatic pacts with. This may seem like a fairly sensible system, but the problem is that it’s entirely opaque to the player. You simply aren’t told that your long-standing ally just turned hostile towards you because they had a massive ideological shift in their government or picked up a new Journal Entry - at best you may get a custom notification that gives you a hint, such as the one for the French Borders Journal Entry.

This, of course, is where the Catalysts come in! As of update 1.7, the ‘re-roll bucket’ is gone, and replaced with a system of weights similar to those used for Lobby creation, which allows for the AI to adjust its long-term goals in a way that’s far less arbitrary and most importantly, which can be explained to the player. Just like different Catalysts have different weights and conditions for creating Lobbies, the way they potentially alter an AI’s diplomatic strategy is also tailored to the specific Catalyst.

To give you an example, ‘Country Bankrupt’ is a Catalyst that triggers for all of a country’s diplomatic ties when they go bankrupt. For most AI countries, this is of little significance and won’t result in any change in Strategic Desire, but if an AI thinks it’s in a position to take advantage of the bankrupt country’s momentary weakness, particularly if they are pursuing a strategy of Economic Imperialism, a recalculation may trigger in which the AI picks a new desire towards the bankrupt country, which will always be of a more hostile nature than whatever they had before. Other catalysts (for example ‘Relations Improved‘) may only ever change their Strategic Desire in a friendlier direction, while yet others (for example ‘Diplomatic Strategy Changed’) can potentially change it in any direction that makes sense at the time.

By declaring bankruptcy to deal with their crippling debt problems, Ashanti has displayed their weakness to the world and become a tempting target for Great Britain

So what does all this mean? Essentially, what it all boils down to is that the AI is now much more transparent and comprehensible in its behavior, and that the diplomatic relationship between two countries will flow much more from the actions of those two countries. Your AI ally will no longer turn on you just because some dice rolls behind the scenes told them to, they will turn on you because you broke a Trade Agreement they saw as vital, or because you pushed your Infamy too far, or because the ideologies of your governments simply became too incompatible. Similarly, befriending an AI is no longer just a matter of keeping relations high and praying for a re-roll, instead you can actively work to improve their Strategic Desire (and thus attitude) towards you by acting in a manner that benefits them: Make enemies of their enemies, support them in diplomatic plays, and so on.

Even if you missed the notification informing you of an Attitude change resulting from a new Strategic Desire, you can always tooltip the Attitude of an AI country to discover the reason that they adopted their current Strategic Desire towards you. You can even use this to discover why two AI countries are enemies or friends with each other by using the Attitude filter on the diplomatic map mode!

That’s all for today! Next week we’ll be switching topics and talking about the content side of Sphere of Influence, starting with The Great Game. See you then!

Sphere of Influence / Update 1.7: New Release Date

Hello Victorians, this is Martin here with an update on the release date of the Sphere of Influence expansion.

A few weeks ago we announced we were planning to release the expansion and its accompanying update on May 6th. Since that time we’ve unfortunately come to the conclusion that both the update and the expansion are in need of more time for bug fixing and polish. Both update 1.7 and Sphere of Influence contain several fundamental changes to how the game functions, particularly in the form of the Building Ownership Revision and Power Blocs, which has resulted in bugs, as well as balance and technical stability issues.

While we are happy with the features on offer in 1.7/Sphere of Influence, we simply do not believe that sticking to the original release date will allow us to deliver those features in a polished and balanced state, and we frankly do not want your enjoyment of them to be marred by excessive bugginess, crashes or general lack of polish. We believe that a delay will allow us to release the update and expansion in a state that both we as the developers and you as the players will be much more happy with.

The new release date will be Monday the 24th of June. We will continue releasing weekly dev diaries up to that point, as there is still quite a lot to cover with both the DLC and the update. We know many of you are eagerly anticipating the expansion and apologize for the extended waiting that this will create, but we really want Sphere of Influence to meet your expectations and for this release to be one that we can be proud of as a development team!

Dev Diary #112 - Political Lobbies



Hello and welcome to another Victoria 3 Dev Diary! Today’s topic will be Political Lobbies, which is a new feature added in the Sphere of Influence expansion with some elements made available for free in the 1.7 update.

So, what is a Political Lobby? Put simply, a Political Lobby is a collection of Interest Groups pushing for the implementation of a specific foreign policy agenda in their country. Superficially, this may appear quite similar to Political Parties, but there a couple key differences in how they function:
Political Lobbies always form for a specific reason, often due to a Diplomatic Catalyst (more on those and the precise conditions for how they can create lobbies in next week’s dev diary) and pursue a specific long-term agenda that does not change over time
Interest Groups can be members of multiple Lobbies, so long as those Lobbies do not have directly contradictory goals

The agenda of a Political Lobby is always in relation to a specific foreign power, and there are four types of Political Lobbies being added in 1.7/Sphere of Influence:
  • Pro-Country Lobby: This Political Lobby seeks to promote and advance the interests of their target country, both in relation to their home country and in a more global sense
  • Anti-Country Lobby: The opposite of the Pro-Country Lobby, this Lobby seeks to hinder the interests of their target country and ‘take it down a peg’ whenever possible
  • Pro-Overlord Lobby: A Pro-Overlord Lobby can only form in a subject country, and will always target the overlord. It seeks to promote loyalty towards and closer integration with the overlord.
  • Anti-Overlord Lobby: The opposite of the Pro-Overlord lobby, this lobby is also only for subject countries and wants to become less dependent on the overlord, and ideally secure independence for their home country if the opportunity arises.


Interest Groups can join Political Lobbies for a variety of reasons, such as ideological alignment with or opposition to the country they target, or in pursuit of an overarching goal, such as the Industrialists joining a Pro-Country Lobby for a wealthier, more advanced country in the hopes of securing foreign investment capital.

Lobbies have an Appeasement score, which goes up when you take actions that the Lobby feels aligns with their goals, and goes down when you take actions that they consider to be contrary to those goals. Appeasement acts as a modifier on the Approval of their constituent Interest Groups, which means that your foreign policy actions can now directly help or hinder your internal political goals.

For example, are those staunchly Anti-French Landowners doing the Landowner thing of blocking those voting rights you want enacted? Simple! Just declare your opposition to France in a Diplomatic Play and humiliate them, and the Landowners will be so busy celebrating their victory over the perfidious Gallics that they will graciously let you have this one little reform.

On the flipside, you might find that the very pro-British Industrialists are not at all pleased with your continued alliance to a British rival, and that your previous plan of working to strengthen them in order to enact Laissez-Faire has now backfired, as they refuse to work with you until you break said alliance, forcing you to choose which of your two goals is more important to you.

Anti-American sentiment is strong among the Armed Forces and Trade Unions of Mexico, and both have been appeased by declaring an embargo on American trade, though of course the Americans aren’t likely to be too pleased with this action…

Lobbies, of course, do not only affect Interest Group approval but have direct diplomatic benefits or drawbacks depending, once again, on whether the actions you take align with their goals. How large these effects are depends on the combined Clout of the Interest Groups that are part of the Lobby.

For example, having a Pro-Country Lobby will make it easier to conduct diplomacy with that country, both by increasing their AI acceptance for proposals and by lowering the Influence cost of any friendly pacts you maintain with them, but increasing the cost of hostile actions (such as Embargos) and lowering the Influence you gain from rivaling them. As you might expect, Anti-Country Lobbies have the opposite effect, making friendly diplomacy harder and hostile actions cheaper. Anti and Pro-Overlord Lobbies also significantly influence Liberty Desire, as mentioned in the previous dev diary.

Lobbies also have a secondary effect on AI behavior, as an AI country with a Pro-Country lobby will be more likely to adopt a friendly attitude towards the target of said lobby, with the opposite effects for an Anti-Country Lobby, with the Clout of said lobbies once again determining how likely the AI is to fall in line with them. All of these effects, as well as the actual creation of Lobbies themselves, will be available to everyone as part of the free 1.7 update.

Although Russia’s government currently has a positive attitude towards Austria and wishes to pursue closer relations, the powerful Anti-Austrian Lobby in Russia makes it more difficult for them to agree to any proposed new Diplomatic Pacts

For those with the Sphere of Influence expansion, Lobbies can also make their will known through an opportunity or a demand. Opportunities generally come in the form of some diplomatic groundwork done by the Lobby that may allow their parent country to sign a diplomatic pact that is otherwise difficult to get, or even out of reach entirely. For Pro-Country Lobbies this usually involves dealing with the target country directly, while Anti-Country Lobbies will instead work to create opportunities to cooperate with the target’s enemies and rivals. Opportunities can be declined without any penalty, and will only result in a loss of Appeasement if accepted but not followed through on. Accepting and following through on the Opportunity will of course increase their Appeasement.

Even though Great Britain is Cautious about France and thus not willing to sign a Trade Agreement under normal circumstances, the acceptance bonus granted by the opportunity created by the Pro-British Lobby should be enough to secure the deal

Demands, conversely, is when a Lobby believes that the government isn’t doing enough to pursue their agenda and well, demands action. A demand generally comes in the form of a specific action that the Lobby wishes to see taken either against the target country, or against a country relevant to them (for example, a rival or ally). A demand can be declined, but doing so will significantly decrease the Appeasement of the Lobby (though not as much as accepting the demand and then failing to follow through on it).

Feeling that the French government isn’t doing enough to foster closer ties with Britain, the pro-British Lobby demands a grand gesture of enmity with Britain’s Russian enemy

Also available for those with the Sphere of Influence expansion is the new Fund Lobbies diplomatic action. This action works in a fairly similar way to Bankroll, in that it transfers money from the treasury of the initiating country, but instead of the money going to the target country’s treasury it is paid out among the target country’s Pops instead, with who gets what share of the money dependent on the target’s political setup and how much power sharing is going on - when trying to Fund Lobbies in an Autocratic country, nobody is going to bother spreading money around to poor laborers who have no say in politics whatsoever.

The precise effects of Fund Lobbies depends on whether a Pro-Country/Pro-Overlord lobby targeting the initiator already exists in the target country. If one does not exist, the money goes towards promoting the creation of such a lobby, with a weekly chance for this to happen. If such a lobby already exists, or once one is created, the pact switches to supporting that Lobby by increasing the Pop Attraction of Interest Groups that belong to the boosted lobby, which over time will increase the combined Clout of the Lobby’s Interest Groups, which in turn translates into greater mechanical effects and impact on AI decision-making.

Seeking to tighten its grip over their junior Personal Union partner, Sweden begins to spread some money around among the politically influential Norwegian Pops

Finally, I want to wrap up this dev diary by talking a little bit about the moddability and extensibility of the Lobbies system. Besides the Pro and Anti Country Lobbies mentioned above, the system also comes with built-in support for ‘neutral’ Foreign lobbies that have a goal relating to another country which is neither directly friendly nor antagonistic, and even for Domestic lobbies that pursue an entirely internal agenda in the country they are created in. The entire system of forming, appeasing and applying mechanical effects from lobbies is completely moddable, and we definitely intend to use this system to create new and interesting types of lobbies in future updates!

That’s all for today! Since this one ended up pretty long, and we actually have a bunch of semi-related things to go over as well, we’ve decided to change the Dev Diary schedule so that next week’s dev diary will be about Diplomatic Catalysts and the Diplomatic AI. We also still want to talk more about Power Blocs, and will find a way to fit that in before release. See you then!