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Victoria 3: July 2021 Update. A look at what has been going on in the first batch of dev diaries, including: Pops, Capacities, Buildings, Goods, and Production Methods.
Capacities, the game's "currencies" as shown on the top-left corner near the nation's flag.

Capacities are 3 of the 4 main "currencies" in the game (with the 4th one being Hud money.png money). Each capacity represents one specific area of the nation's ability to govern and is used solely for matters relating to that area.

Generation and usage

Capacities are not pooled resources, instead having a constant generation and usage. The methods of generation and uses vary by capacity, as outlined in the following sections. Generally, certain society technologies provide percentage increases to capacities, as do certain happy interest groups, certain unique buildings and some event modifiers.

Beyond their direct uses, each capacity provides a benefit if generation exceeds usage (surplus) and a penalty if usage exceeds generation (deficit). The benefit of a surplus or penalty of a deficit is scaled by the relative size of the surplus or deficit compared to total generation of that capacity, with the maximum benefit when usage is half or less of generation, or maximum penalty when usage is twice or more of generation.

Most actions requiring a certain amount of a capacity cannot be taken unless that much is currently available; however most actions are not automatically cancelled by a deficit.

Capacity types


Hud bureaucracy.png Bureaucracy represents a nation's governing ability, including taxation, institutions, and trade. It is generated by the government administration building.

Bureaucracy is used by incorporated states, with a small base amount and then scaled by population. It is also used for institutions, again scaled by the population of incorporated states. Finally, bureaucracy is used for trade routes (except with a Trade Agreement) and retaining generals and admirals.

A bureaucracy deficit causes countrywide tax waste; a bureaucracy surplus increases construction efficiency.


Hud authority.png Authority represents the head of state's personal power and ability to enact change in the country through decree. It is generated by the country's laws – generally, the more repressive and authoritarian the country, the more authority it generates.

Laws affecting authority
Category Name Hud authority.png Authority
Church and State State Religion +200
Freedom of Conscience +100
Total Separation 0
Cultural Exclusion Ethnostate +200
National Supremacy +200
Racial Segregation +100
Cultural Exclusion +50
Multiculturalism 0
Distribution of Power Autocracy +250
Oligarchy +200
Elder Council +200
Landed Voting +150
Wealth Voting +100
Census Suffrage +50
Universal Suffrage 0
Anarchy −50%
Economic System Command Economy +25%
Other economy laws
Trade Policy Isolationism +50
Other trade laws 0
Free Speech Outlawed Dissent +200
Censorship +100
Right of Assembly +50
Protected Speech 0

Authority is used for the following actions:

An authority deficit increases the disapproval of opposition IGs; an authority surplus increases law enactment speed, up to +25% faster.


Hud influence.png Influence represents a country's ability to conduct diplomacy. It is generated primarily from the country's rank (great powers have more base influence than major powers and so on). Rivalries and certain unique buildings also provide extra influence.


Different ranks provide different amounts of influence Base influence:

  • Great power: 1000
  • Major power: 750
  • Minor power / Unrecognized regional power: 600
  • Insignificant power / Unrecognized power: 500

Diplomacy is used to support ongoing diplomatic actions and pacts, such as improving relations, alliances, trade deals, subjects, and so on.

An influence deficit reduces prestige; an influence surplus increases infamy decay by up to 25%, from 5 to 6.25 per year.