Updates on the development of Victoria 3 are always welcome. Such is the case with this chapter of the developers' diary, which explains the usage of a core spending resource.
In the latest instance of developers' diaries, Paradox Interactive bring us the capacities mechanic, their usage, and worldbuilding consequences.
As stated in the first dev diary, Victoria 3 has "no mana", as they would put it. What that means is, there are no currencies being traded or used based on some ideas or arbitrary decisions.
What Victoria 3 does have, are capacities, and they are divided into three groups.
First of all, capacities cannot be fully equated to currencies. Capacities have a generation rate and can be used based on the amount generated in a certain timeframe. Additionally, these are not accumulative resources, but instead, they have positive or negative effects if their generation rate is positive or negative, respectively, and these effects are based upon the group the capacity belongs to.
The first capacity is Authority. It is generated by the Laws a player enacts and represents the Head of State's power and capability to enact further decrees and laws. Generally, the more authoritarian and repressive the country is, its Head of State has more Authority at its disposal, making them capable of passing laws easier and faster, and influencing the supply and demand by banning or promoting certain Goods. This capacity's purpose is to create a trade-off of power distribution between more and less authoritarian societies, and putting the power into the hands of the ruler or the hands of the people.
Bureaucracy is the next capacity on the list. It represents a nation's ability to govern itself. It is produced by the Government Administration Building, where the bureaucrat population class is mostly employed. All Incorporated territories of your country, as well as additional institutions, such as education or commerce, use a base amount of this resource. the point of this resource is to balance the base power which comes with large territories and populations, with the expense of governing them, making large countries, such as China susceptible to problems, if their governing system is not optimized for the era they live in.
The third, and final, capacity is Influence. Its generation is based on the country's rank, as Great Powers generate more than Major Powers. Influence is used to affect global diplomatic deals such as Alliances, Trade Deals, Subjects, and other such endeavors. Its purpose is to force the player to carefully plan out the diplomatic relations of the country they are leading.
All in all, this system is not unknown to Paradox Interactive's fan community. Its closest counterpart can currently be found in Stellaris, and it is interesting to see the developers evolving the game in such a way, using the experience gained on titles made after Victoria II, but making the additions integrate into the Victoria setting seamlessly.