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Dev Diary #36 – Construction

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Hello and welcome to another Victoria 3 development diary! Today we’ll be returning to more mechanics-oriented dev diaries, starting out with a very important mechanic for the economic development of your 19th century nation - the construction of new Buildings.

Construction in Strategy games tends to follow a pretty typical formula: you save up money, order a construction and pay a lump-sum cost, wait some time, and the new building pops into existence. As mentioned in Dev Diary 12, however, the vast majority of expenses in Victoria 3 are not lump-sum costs but applied over time as part of your national budget. So how does it work instead? To answer that, there’s a few concepts we need to cover, namely Construction Capacity, the Construction Sector and the Construction Queue.

Let’s start then with Construction Capacity - which is actually just named Construction in-game, but we’re calling it Construction Capacity here to differentiate it from the overall concept of building things. This is a country-wide value of your nation’s overall ability to make progress on new buildings in a single week. For example, if your country produces a total of 100 Construction and a new Textile Mill costs 300 Construction, you’d expect to be able to build that Textile Mill in a total of 3 weeks. However, it’s a little more complicated than that, as we’ll see below when we explain the Construction Queue.


With Construction Sectors present in Lower Egypt, Matruh, Sinah and Palestine, the Egypt in this screenshot generates a respectable amount of Construction for the early game, though their finances may struggle a bit to fund it all.
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So, how do you produce Construction? This is where the Construction Sector comes in. All countries get a tiny amount of ‘free’ Construction Capacity to ensure that you never get stuck in a situation where you need Construction Capacity to expand your Construction Sector but need a Construction Sector to get Construction Capacity. This amount is woefully small though, and wholly insufficient even for a small nation, so if you’re not planning to run a subsistence economy long-term you will definitely need to invest in a proper Construction Sector by building more Construction Sector buildings in your states.

Mechanically speaking, the Construction Sector is a type of government building which employs people and uses goods to output Construction Capacity with a variety of different Production Methods, ranging from simple Wooden Buildings to modern arc-welded Steel and Glass structures. It does work a little bit differently though, in that the amount of Goods used by the Construction Sector each week depends on the actual need for Construction Capacity - if your Country is producing a total of 500 Construction Capacity, but will only need 250 for ongoing projects that week, the total usage of Goods in the Construction Sector is cut by half - though you still have to pay the wages of all the Pops employed there.


More advanced methods of construction are expensive and require complex goods - but you will find it difficult to build up a true industrialized economy without them.
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Ultimately, what this means is that how fast you can build things depends entirely on how much money, goods and research you’re willing to throw into your Construction Sector - having only a handful of Construction Sector buildings using only Wood and Fabric will certainly be cheaper and easier than building up a sprawling Construction Sector using Steel-Frame Buildings, but will naturally limit your ability to industrialize your nation.

So then, how does Construction Capacity actually turn into finished buildings? This is where the Construction Queue comes in. Each country has a nation-wide Construction Queue, with each project in the Queue corresponding to building a single level of a Building in a specific State. For example, a Construction Queue in Sweden might look like this (all numbers are examples):


  1. Expand Government Administration in Svealand (250/300 Construction Capacity remaining)
  2. Expand Fishing Wharves in Norrland (155/180 Construction Capacity remaining)
  3. Expand Fishing Wharves in Norrland (180/180 Construction Capacity remaining)
  4. Expand Rye Farms in Svealand (180/180 Construction Capacity remaining)
  5. Expand Port in Götaland (240/240 Construction Capacity remaining)

Each week, your produced Construction Capacity is allocated to projects in the Queue in order of priority, with a maximum speed at which projects can proceed (so it’s never possible to, say, build the Panama Canal in a single week). Using the above construction queue as an example, let’s say the maximum progress that can be made each week is 50, and Sweden is producing 112 Construction Capacity.

This would mean that projects 1 and 2 would both be allocated 50 Construction Capacity, while project 3 would get the left-over 12 and projects 4 and 5 would not progress at all in that week. It would take 5 weeks for entry 1 to finish at that pace, but after only 3 weeks, project 2 will be down to only 5 progress needed, and so most of the Construction Capacity allocated to it will be freed up for other projects. This also means that project 2 will actually finish before project 1, which is perfectly normal, as different buildings require different amounts of Construction Capacity to complete - it’s easier to build a Rye Farm than a Shipyard.


With just above 40 construction output and the help of some local Construction Efficiency bonuses, this country is able to make rapid progress on the Wheat Farms and Iron Mines at the top of the queue and even get a bit of weekly extra progress on the Logging Camps.
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If all this seems confusing, don’t worry! All you really need to understand is that the more Construction Capacity you have, the faster things go - but a large Construction Sector will need to be kept busy with multiple projects at once if you want to use its entire output.

There is one more important factor to Construction, which is a modifier called State Construction Efficiency that governs how effective each point of Construction Capacity you put into building Buildings in a State is. For example, a state with a +50% bonus to State Construction Efficiency means that every Construction Capacity allocated to projects in that State actually results in 1.5 progress on said projects, while a malus of -50% would reduce it to 0.5 actual progress.

A few factors that will increase or decrease State Construction Efficiency are:
  • Terrain-based State Traits, such as mountains or jungle, tends to reduce State Construction Efficiency
  • Building a Construction Sector in a State increases the local State Construction Efficiency
  • Low Market Access reduces State Construction Efficiency

Industrializing the Amazon Rainforest is neither easy nor cheap.
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That’s it for today! Join us again next week as we continue talking mechanics, on the topic of Market Expansion!
 

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The Construction Sector being a government building means it will be state owned and won't use or fill the investment pool nor give profit to capitalists?

If you look at the possible construction methods it shows you what sort of workers can work there. (Remember that in Victoria 3, capitalists are just a sort of worker.)
Wood - bureaucrats and labourers
Iron - bureaucrats, labourers, machinists
Steel and welded - bureaucrats, engineers, labourers, machinists
 
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Since the capacity is nationalized, if i have a bunch of construction buildings in Maine, that will allow me to rapidly build things in California?

Yes, but your efficiency will be poor without supporting construction buildings in California, so you will generally want to build in Maine anyway.
 
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Is there any benefit to negate the wasted labour resources when the construction capacity is not used fully? I mean, like with all other capacities which give mild bonuses in this case.

What is the game design target for the percentage of time that the capacity is not used fully? Do you expect that most of the time there will be some unused capacity, or do you think most players will have long construction queues to maximize the effectiveness, and when they need something fast, they'd just add that to the top of the queue instead of the bottom?
 
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Will unused construction capacity give any benefits at all?

I imagine many players being distracted by a tense diplomatic play only to find their building queue ran out halfway through it.
 
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Nice overall. I am a bit concerned that Construction is a national capacity rather than state based since IRL it's not readily tradable. But the modifiers to State Construction Efficiency from not having a local Construction Sector and poor Market Access go a long way in modeling the difficulties of construction far from established urban centers.

I'm also not sold on the idea of Construction Sectors being government buildings. I can understand it as a simplification, but in a game that aims to represent different economic systems I would prefer more variety. In any event it seems like an area ripe for expansion in mods or post-release updates. Not everything is going to be fully fleshed out at launch.
 
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Construction being only government funded is more then a little dissapointing. I guess having a market driven construction surviving the boom and bust of the buildings you the player decides on was just to hard. Understandable, but very dissapointing.
 
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I like the system overall, but think that it's a big miss having construction sectors be localized but apply nationally. I get that it's easier to code this, but it doesn't make sense that a strong construction sector in, say, New England, would enable you to construct stuff in California using workers in Boston. It'd make more sense to me to have buildings in states built by the local construction sector, which would also more sharply differentiate high-population industrial states from agrarian or mining states within a country. I'd also suggest tying the mechanic into infrastructure/transportation somewhat more as well, it should be easier to build things in highly developed places with good transport networks, and maybe transport could be an added "cost" for using construction capacity outside its home state.
 
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As other posters have already said, this limits construction to a government directed sector. Why should we pay for the construction workers wages if they are not employed if we were in the private sector?

Construction sector can be modeled as the other Buildings and provide construction capacity without being state directed.

Also, construction queues? Where is the market? Supply and Demand? where are the private sector actors? Is the player the only one deciding what is going to be constructed?!
 
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So players will be making a cost-benefit analysis of whether it is better to wait longer for construction to finish or sink more money in the construction sector. It will be interesting to see where the balance ultimately ends up from a min-max perspective.
 
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The problem with private construction industry people here are asking for is that Construction Capacity is not a good, and so Construction Sectors simply cannot operate on for-profit supply/demand terms within the current game mehcanics. The fact that only the player can actually build stuff also doesn't help.
 
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So the most efficient place to construct something is far away from where the building materials comes from? Because in a mountainous province or a forest province there wouldn't possibly be any suitable building spots near those building materials? And building materials are teleported to the building site anyway?
 
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The problem with private construction industry people here are asking for is that Construction Capacity is not a good, and so Construction Sectors simply cannot operate on for-profit supply/demand terms within the current game mehcanics. The fact that only the player can actually build stuff also doesn't help.
You could have construction services driven by supply and demand. An economy has never been about goods only.

The main issue here is that, as you point out, the player is the only one able to build stuff.
 
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The problem with private construction industry people here are asking for is that Construction Capacity is not a good, and so Construction Sectors simply cannot operate on for-profit supply/demand terms within the current game mehcanics. The fact that only the player can actually build stuff also doesn't help.
I don't really see why not. You could have construction industries operate producing "construction points" which are used to upgrade and maintain buildings and infrastructure, and perhaps consumed by pops to represent housing (luxury or otherwise). It'd be a lot swingier than other bits of the economy due to large fluctuations in demand, but that's well in line with reality.
 
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Was it not possible to have construction work like a non exportable good like transportation? I thought having a constant pop demand for construction simulation housing would help let private construction buildingd even out the boom bust cycle of player construction sprees.
 
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