Interest group
Interest groups represent an association of pops with shared ideologies. Interest groups support laws that align with their ideologies – or at least are more aligned than the current one – and the support of an interest group is the most common way to start a law change.
There are eight types of interest groups which are broadly similar in all countries, but may vary in some countries, based on factors such as the state religion or cultural history of a country, society technologies that have been researched, or events that have occurred.
Each interest group is led by a character and the ideology of that leader is also highly influential.
All individuals in all pops are members of an interest group, politically unaligned, or disenfranchised, with the ratio in each based on factors such as profession,
wealth,
literacy, and discrimination. Importantly, any given pop often has individuals supporting several different interest groups.
Base interest groups[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.8. |
Interest groups form the nucleus of Victoria 3's political gameplay. There are 8 interest groups in the game (and an additional politically unaligned group):
Interest groups' names may differ depending on the circumstances in the country, particularly for the devout. For example, the Siamese
devout interest group is Theravada Monks, the Japanese
armed forces interest group is Samurai, and the Russian
landowners interest group is Gentry Assembly. These names occasionally change as circumstances in the country change.
Ideology[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.8. |
Each interest group has a set of core ideologies that determine its basic stances towards the laws a country can enact or has enacted. Interest groups always endorse changes that move laws towards their preference and oppose changes that do the opposite.
In addition to the core ideologies, each interest group is affected by its leader's personal ideology, which can add to or even override the core ideologies. For example, while the
Landowners are typically staunch conservatives, if their leader is a
Market Liberal, they'll support changes to liberalize the economy – at least until the next leadership change.
The default ideology setup for the interest groups are as follows:
Interest group | ||||||||
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Base ideologies |
The following table lists all changes to the standard ideologies by country. Hover over an ideology icon for its name or click to go to its position on the ideology page.
Note: Interest groups' starting ideologies may differ based on country or law. For example, landowners gain the Pro-Slavery ideology if Slavery is allowed in the country.
Interest groups in certain countries may have unique ideologies reflecting the country's religion, culture, and history – such as the Confucian Scholars interest group in
Qing China who support a
Confucian ideology instead of the typical
Moralist and
Pious ones.
Certain journal entries or other circumstances can change an interest group's core ideologies. For example, after researching Feminism, the
Intelligentsia and
Trade Unions both start supporting Women's Suffrage.
Leader[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.8. |
All interest groups are led by a character. Interest group leaders gain the Politician role and apply certain effects of their character traits to their interest group.
The leader's ideology is also added to the interest group; if the leader's ideology differs from any of the interest group's core ideologies in its law stances, the leader's ideology takes precedence. This can even cause an interest group to support laws it typically opposes, so long as that character leads the interest group.
When an interest group's leader dies, retires, or is exiled, if any existing commanders support that interest group, the commander with the highest popularity has a chance75% for
Armed Forces;
50% for Landowners or
Rural Folk;
25% for the rest
Multiplied by the character's popularity
Further reduced if the ratio of commanders to units is more than 1/20 to become the new leader. Otherwise, a new character is generated as the new leader.
When a new leader is generated, the leader is given a random ideology from all valid possibilities. Each interest group has a set of default possible ideologies and plus ideologies from political movements. These possibilities are further restricted by various conditions such as country, technologies, and interest group – the Landowners can never generate a random
Abolitionist, for example.
Interest group | ||||||||
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Base ideologies |
The current potential ideologies and their chance can be seen on each interest group's details screen.
Clout[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.8. |
Clout is the zero-sum game of political influence in a country. Each interest group has a share of clout based on the political power of pops that support it. An interest group's clout determines how much support it provides for enacting or opposing laws, as well as how much legitimacy the interest group can add to the government. The total clout of all interest groups is always 100%, as it represents the relative strength of each group in the country.
Clout also determines each interest group's classification within the country – whether they are considered powerful, influential, or marginalized.
An interest group becomes marginalized if its clout drops below 4%. It becomes influential again if its clout increases above 5%.
Similarly, an interest group becomes powerful if its clout rises above 20%, and influential again if its clout drops below 18%.
Interest groups in government, as well as the interest group supported by the country's
ruler, cannot become marginalized, even if their clout is below 4%. For example,
Oldenburg's starting ruler supports the
Petite Bourgeoisie, which has little to no clout. As a result, the Petite Bourgeoisie remain influential, not marginalized.
Clout comes primarily from the political strength of pops, but it can also come from votes – if the country has elections. Further modifiers, such as laws, institutions, and character traits can increase or decrease an interest group's clout.
Political strength[edit | edit source]
Individuals inside pops contribute political strength to the interest group they support, with the amount they contribute dependent on multiple factors, primarily their wealth, acceptance and the status (and votes) they are offered under the nation's power structure. For example, a single wealthy aristocrat in an
Oligarchy provides hundreds or even thousands times the political strength of a poor
laborer.
Some individuals have no political strength at all, usually due to being disenfranchised under the nation's laws, such as people of a religion or culture that is discriminated against, or dependents in countries that have not enacted Women's Suffrage or
Old Age Pension. These pops are "outside the system", unable to demand reform through the regular political system of interest groups, and instead must rely on political movements to put pressure on the government.
Attraction[edit | edit source]
All pops have attraction scores towards each interest group and divide up their political strength proportionally among them. Some portion of the pop may also be politically unaligned. The interest group leader's popularity also affects attraction, scaled from +25% at 100 popularity to −25% at −100 popularity. Interest groups in
government also have increased attraction for pops with
loyalists while those in
opposition do so for pops with
radicals; in each case up to +25% scaled by the percentage of loyalist or radical in the pop.
Not all pops can be attracted to all interest groups. Various pop conditions, such as discrimination status, religion, culture, employment, literacy, but primarily profession determine which pops are able to support which interest group. The pop divides its politically active support among the interest groups according to their relative weight, as determined by the table below.
Interest group | Pop requirements | Base weight | Weight modifiers |
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0 | |||
25 | |||
0 | +1 per Standard of Living | ||
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0 | ||
0 | |||
0 | |||
Is employed in non-mining or rubber rural buildings | 100 | ||
0 |
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+250 | ||||||||
+250 | ||||||||
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+150
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+50 with |
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+250 |
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+250 | +100 if employed in administrative work | +50 | ||||||
+50 | +100 | |||||||
+50 | +50 | |||||||
+200 | ||||||||
+50 | ||||||||
+100 | ||||||||
+250 | +25 | |||||||
+100 | +200 | |||||||
+50 | +250 | |||||||
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Approval[edit | edit source]
Source | Approval |
---|---|
Law Stances | |
Strongly Approves | +2 |
Approves | +1 |
Disapproves | −1 |
Strongly Disapproves | −2 |
Law Changes | |
One step | ±5 |
Two steps | ±10 |
Three or more steps | ±20 |
Pop political strength | |
Each ~6% loyalist | +1 |
Each ~6% radical | −1 |
Interest groups have a level of approval, which has two main sources: stances on laws, and pop
loyalists and
radicals. Other factors may affect approval as well, such as the player's choices in certain events. Total approval is capped between −20 and +20.
Each interest group and its leader's ideologies set its stance towards various laws from on a five-point scale, from Strongly Disapprove (−2) to
Strongly Approve (+2). Approval from laws is the sum of all stances, capped at ±5.
In addition to the stance on enacted laws, proposed and recent law changes have an increased effect on an interest group's approval. A change which moves one step along their stance scale adds ±5, two steps adds ±10, and three or more steps adds ±20. This effect is added throughout the proposed change, and when a law is fully enacted, it remains and decays over five years. Cancelling the proposed law change immediately removes this effect. The effect of law changes on approval is not directly capped and can stack when changing several laws in a short time. Certain law groups multiply the effect of law changes on approval, but this is always capped at ±20.
The percentage of pops supporting an interest group which are loyalists or radicals also affects approval, up to ±15 if all of the pops are loyalists or radicals. The actual approval effect is determined by the percentage of pop political strength, if more political strength comes from loyalist pops, it is positive; otherwise if more comes from radicals, it is negative. This scaled by the relative amount, for example if two-thirds (66%) is loyalist and one-third (33%) radicals, the approval effect is +5 as the loyalists provide +10 which is offset by the radicals' −5.
Government and military wages affect certain interest groups by ±1 for each step above or below normal wages. Government wages affect Intelligentsia and
Petite Bourgeoisie approval, and military wages affect
Armed Forces approval.
If a group is powerful and in opposition, its approval drops by −1.
Finally, there are many events, especially surrounding law changes, that add temporary approval modifiers to various interest groups.
Lobbies[edit | edit source]
Political lobbies are a coalition of interest groups that support or
oppose friendly diplomacy with a certain country. Each lobby has an
appeasement value from −10 to +10. Interest groups in a lobby gain or lose approval equal to the appeasement. An interest group can be in only one lobby at a time.
Effects[edit | edit source]
If an interest group's approval is −10 or less, they are Angry. They cannot be added to the government, but do not leave it if they are already in it. They also contribute their clout to the radicalization of any movement they support, possibly starting a revolution.
From −9 to −5, a group is Unhappy, activating their negative trait.
From −4 to +4, a group is Neutral, providing no special effect.
From +5 to +9, a group is Happy, activating their first positive trait. They also stop backing any movements.
At +10 or above, a group is Loyal, activating their second positive trait.
Traits[edit | edit source]
Each group has three traits associated with it, one negative, and two positive. If a group's approval is −5 or less, its negative trait is activated and remains so until approval reaches −2. Approval of at least +5 activates their first positive trait (deactivated if it drops to +2), and +10 or more activates their second positive trait (deactivated if it drops to +7). A trait does not deactivate until approval has changed by more than 2 points (e.g., at least −2 to deactivate the negative trait).
Traits of a powerful group are twice as powerful, while marginalized groups cannot activate their traits at all.
Below is a table of the default Interest Group traits, some countries may have slightly different ones, but generally only one or two are changed even then.
Interest group | Unhappy trait | Happy trait | Loyal trait |
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Certain countries, cultures and religion groups have unique interest group traits, listed here.
Country/Culture | Interest group | Unhappy trait | Happy trait | ExpandLoyal trait |
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Unhappy trait | Happy trait | ExpandLoyal trait |
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Government and Opposition[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.8. |
The government is composed of the interest groups in power. The interest groups in government generally determine which laws can be enacted. All interest groups not in government make up the
opposition. All eight interest groups can potentially be put in government together, although this is inadvisable due to the low
legitimacy that would result.
Marginalized interest groups cannot be added to the government. Similarly, insurrectionary interest groups supporting a revolutionary movement cannot be added to the government.
Removing an interest group from the government radicalizes 25% of pops supporting that interest group, except immediately following an election.
Parties[edit | edit source]
Countries with voting and elections also have political parties, alliances of interest groups with similar concerns. Parties count as a single group for the purposes of legitimacy, and so allow more interest groups to be added to the government without penalty. However, in order to add or remove a party from government, all of its member interest groups must be added or removed together. There is no penalty for leaving an interest group out when it wants to join a party, except that it is impossible to reform government while a party is "split" this way, without unifying the party in government or in opposition.
Parties gain additional strength from votes of the last election. Pops do not vote for interest groups directly but rather for political parties, therefore interest groups that do not join a party miss out on a large amount of potential political strength.
References[edit | edit source]
Pops | Pops • Acceptance • Culture • Migration • Needs • Professions • Religion • Standard of living |
Government | Government • Capacities • Characters • Decrees • Institutions • Laws • Technology |
Politics | Elections • Ideology • Interest group • Political lobby • Political movement • Political party • Revolution |
Economy | Buildings • Goods • Harvest condition • Infrastructure • Market • Production methods • State • Treasury |
Diplomacy | Diplomacy • Diplomatic action • Diplomatic play • Power bloc • Ranks • Subjects |
Warfare | Warfare • Land warfare • Naval warfare • Wargoals • Conscription |
Others | Countries • Decisions • Events • Journal • Objectives • Vickypedia |