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Victoria 3 - Dev Diary #110 - Building Ownership & Foreign Investment

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Hello and welcome to another Victoria 3 Dev Diary!

After last week’s look at Power Blocs, we are going to take a look at another major set of changes that are going to arrive with Sphere of Influence and the free 1.7 update.

Namely, a revision of the Building Ownership system and what it allows us to do: Foreign Investment, a much requested feature which makes its debut in 1.7.

You will see that the changes we are making impact your visibility of ownership and the affected Pops throughout the game.

To understand all the mechanics we will be looking at an example country in the heart of Europe.

Ownership types​

It’s 1836. In Bavaria, a proud member of the Zollverein Power Bloc, all buildings are owned by the state or the workers themselves.

Capitalists, Aristocrats, and Clergymen no longer work in these buildings, and most of the Shopkeepers no longer work in production buildings directly. In addition, the Ownership Production Methods have been removed. Instead, ownership works on a per level basis, allowing a mixed ownership structure in the same building.

A popular Logging Camp it seems. Workers, a Financial District and a Manor House own a part.
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In worker-owned buildings employees work for themselves basically. So any dividends they may accumulate, they split amongst themselves. This is the default at game start for many countries (not all) and is a state which you can more or less return to at a later stage of the game with the enactment of Cooperative Ownership, which will expropriate your privately owned buildings over time.

One major exception from the ownership situation at game start are subsistence farms which are owned by a new building we are introducing: Manor Houses.

Now they lounge around in luxury, instead of slumming it with the common folks in less refined taste buildings, we wouldn't want their shoes to be dirtied on a subsistence farm!
Manor Houses are able to own levels of other buildings, in our case at game start all the levels of Subsistence Farms in their own states. They pay their wages and dividends by collecting dividends from the buildings they own and distributing them among their employees.
What type and how many employees they have is determined by a limited set of PMs.

Clergymen or Aristocrats? You can’t get rid of both of them!
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So you can see there are still jobs for Clergymen. What about the Shopkeepers and Capitalists?
Well, they work in the new Financial District buildings, which behave pretty much like the Manor Houses. They too have different employment PMs, can own levels of other buildings and pay their employees by collecting dividends from owned building levels.

Both new buildings expand automatically, depending on how many levels they own. For example if a new level of a privately owned factory is created, a corresponding new level of a Financial District is also generated.

All building levels that you construct are country-owned. Under certain laws, this status can change soon after they are finished constructing. Country-owned buildings come with reduced Economy of Scale bonuses and a bureaucracy cost for each level you own. But in return they can provide additional income based on the building’s dividends which partially get transferred to your treasury.

Not all buildings can be of any ownership type of course, for example barracks or government administrations will always be country-owned.

Summing up, there are now three types of ownership for any building level:
  • Worker owned
  • Privately owned (Financial Districts and Manor Houses)
  • Country owned

If all buildings in Bavaria are owned by the workers or the country itself, how do the first Financial Districts appear, you may wonder!

The main way to get that to happen is the next point on our agenda.

Privatization​

Enter Privatization, whereby you allow country-owned buildings to be sold to Pops.

If you are short on cash, Privatization might help you
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This makes it possible for your Pops to acquire them. Depending on the type of building you are privatizing, they usually get bought either by Aristocrats or Capitalists, using the investment pool’s funds.
If you don’t have any capitalists in your country yet, other Pops may step up though, using the investment pool’s funds to buy a building you put up for sale and become Capitalists in the process, which in turn leads to the first Financial District appearing.

The money will be transferred from the investment pool to your country’s treasury once that happens. The cost of buying a level is determined by its construction cost and is modified by most of the Economic System laws. These laws also affect the efficiency of these transactions, meaning how much money is lost as overhead and how much is being reinvested into the investment pool or the treasury.
One particularly interesting law is Laissez-Faire which upon enactment forces all your country-owned buildings to be put up for sale and will automatically do so for every new building level you construct. Similarly, enactment of other laws like Cooperative Ownership and Command Economy doesn’t immediately change the ownership of all buildings, but rather can start a process that can convert your economy over time.

Insert witty joke about the free market here
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Now let’s take a look at how the different ownership model affects investments from your Pops.

Investment​

The existing logic for how the private investment pool works remains similar to before. So, different Pop types still have different priorities and they will look at factors like estimated productivity, available workforce etc.
When a building is about to be constructed by private investment, we randomly determine who is building it, favoring already existing Financial Districts and Manor Houses over creating new ones.

In a worker-owned economy, the private investment pool will continue to function, but they will only expand their own buildings, not create new ones.

An important fact with this system is that investments do not need to be local. A Financial District or Manor House can invest in any of your country’s states, including your colonies overseas.
This system will create a flow of money from the colonies to your homelands, a stronger centralization of wealth and power and it will end the status of colonies’ Pops making more money than your Pops at home.

Of course the non-local investments also come with some challenges with regards to other countries.

It looks like Prussia has heard about that option and has started investing in your country!

“First they took our chairs, then the tables we used to eat at. What’s next? Our beds?!”
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Foreign Investment​

There are a few ways to acquire Foreign Investment Rights.

First of all, overlords can always invest in their subjects. This is part of the free 1.7 update and will allow you to do Foreign Investment where it matters the most, even if you do not own Sphere of Influence.

Then there are three diplomatic pacts which you can use if you have bought the expansion:
  1. Mutual Investment Rights which allows both countries to invest in each other
  2. One-directional Investment Rights in either direction, so you either demand to be allowed to invest in their country or offer another country to invest in yours

The [redacted] has been [redacted]. We shall see its effects on the 11. of April.
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There is also a Power Bloc Principle group that deals with Foreign Investment which on Tier 3 has the consequence of being able to invest in any member country.

No matter how you got the Investment Rights, you and also your Pops will be able to invest in the target country. Private investment does consider foreign states as potential targets for their expansions, allowing them to build profitable buildings more easily.

As nice as it is that Prussia has invested in new buildings in Bavaria, I don’t think we can let them get away with diverting the profits to Berlin instead of our own population!

Nationalization​

Nationalization allows you to take control of foreign assets in your country. You cannot nationalize other countries’ assets as long as they possess Foreign Investment rights in your country.

Once that is no longer the case, e.g. if Bavaria left the Zollverein Power Bloc, you can peacefully nationalize their building levels in your country. For that you need to pay a sum of money from your treasury. Similarly to Privatization, the sum is determined by the construction cost + modifiers from laws.

You will also be able to nationalize your own Pops’ building levels, both worker-owned and privately owned, if you’d like to take ownership. Nationalization is not seen positively by the affected Pops of course and will radicalize them.

“We should compensate them to reduce the quarrels.”
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But what if the Bavarian coffers are empty yet you still want to take over that juicy productive Furniture Manufacturies that is owned by Prussia?

Well, there is always an alternative.

“Pay them? I don’t think so!”
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You can demand nationalization of a country’s assets in your country. If they accept, their building levels’ ownership changes to your country. If they don’t, you can try and enforce it as a wargoal. If you are successful, you will also remove their Foreign Investment Rights for your country in addition to taking control of their buildings in your country.

Building Registry​

To visualize all these new mechanics, we are introducing the Building Registry, which allows you a customizable look at your country’s situation.

All the building data one could wish for
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This is a major new UI, that similar to the Census Data window, comes with a lot of functionality to filter the available data. Only show buildings outside your country? Sure. See all buildings that are owned by Pops and which are currently not hiring but not fully employed? No problem.

Lots of filter groups to browse through
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We hope you find this as useful as we do. You can access it via the button on the bottom of the Buildings panel.

Really recommend pressing that button
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Implications for the Directly Controlled Investment Pool Game Rule​

As you can imagine, this new system of ownership, geographic wealth extraction, and privatization/nationalization has far-reaching implications on the economic foundations of Victoria 3. It enables a lot of interesting dynamics we haven't been able to model until this time and adds a whole new dimension to your economic laws.

It also comes with the consequence of making the Directly Controlled Investment Pool game rule that we introduced with 1.2 (as a legacy alternative to the new Autonomous Investment system) impossible to maintain. In 1.6 and prior, if this game rule was turned on, the player would be directing all construction efforts. As long as there was money in the investment pool and the construction queue was building a privately-owned building, the cost of construction goods would be coming out of the investment pool first before being carried by the state budget. With the new rules for building ownership, investment rights, and so on in 1.7 this no longer makes sense - there's now a very clear distinction between a building project initiated by a private investor and the state, a potential source of conflict innate to both foreign ownership and the privatization/nationalization mechanics, and even differences between owners in different regions that cannot be represented if all construction projects were player-initiated.

Because of this it no longer makes sense for players to be in charge of both public and private investments simultaneously, and as such the Directly Controlled Investment Pool rule has had to be removed for 1.7 and beyond. While we can't support non-default game rules to the same degree as the standard options, removing a game rule completely is not something we'd ever do without good cause. We know that a smaller fraction of you favored this setting so we want to be clear with why its removal was a necessity to move forward with these improvements to ownership and foreign expansion.

Outlook​

I would like to end today’s Dev Diary by providing a short outlook for what these changes also enable us to do in the future.

The main thing here is affecting Companies.

The way we have reworked ownership allows us to create Company headquarter buildings which can then own specific building levels of industries they care about, determining its profitability from and providing their throughput bonuses only to these. While we cannot provide a concrete timeline for that change at this point, it is something we would like to tackle for one of our next free updates.

That’s it for today. Check back next week when Mikael is going to walk you through what changes 1.7 and Sphere of Influence brings to relations and interactions between Overlords and Subjects, including how these foreign investment mechanics relate to your grip over your extended empire.

Overview for all upcoming Dev Diaries:
Date Topic
4th AprilSubject Interactions
11th AprilLobbies and More on Power Blocs
18th AprilThe Great Game
25th AprilThe Art of Sphere of Influence
2nd MayChangelog 1.7
 
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Is it possible to have hybrid ownership of buildings, like, say, oil fields being owned concurrently by the government and capitalists?
 
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I approve of government run buildings eating bureaucracy. It kinda just means Government Administration buildings are a fourth possible building owner (additional to Manor houses, Financial districts, and buildings themselves). I imagined there would be buildings employing bureaucrats, getting paid a wage by the government, and giving back all the profits... but that doesn't need a new buildings, and just a bureaucracy cost does the same (when the numbers work well)
 
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question in the screenshots, it shows manor houses owning lumber mills, something i think in the past did not employ aristocrats, have their been changes to what aristocrats and capitalist buy and own?
There are weights for what industries the ownership buildings will invest to. It doesn't exclude anything, just makes it more or less likely.
 
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Very good DD. I also appreciate the transparency about Companies!

My only major gripe left with the game is how Navies are handled, from fleets being able to go anywhere in the globe (they should be limited to a range from their HQ), to how fleet deployment and combat works, leading a whack-a-mole gameplay, to how buildings work for navies being really awkward at dealing with ship upgrades...

Anyway, thank you for pouring so much effort into the base game, instead of focusing on churning out only DLCs.
Thank you :)
As you may have seen, we do have some plans with Navy in general. Because we do agree that the Naval Warfare is not where it should be. When we'll get around to that is not clear at this point though.
 
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We need not only natural construction output, but also a construction input, this will solve the Qing problem.
In isolated steady state case of nothing but subsistence farms and no tech start you need around 5 construction capacity per million people to eat pops that will spill out of subsistence.
This is 250 000 workers in subsistence farm, or 1 construction point per 50 000 workers - 20x smaller than first level of constitution sector.

But this is case of buildings being 10x too big at small and low tech end.
Also reason as to why we don't have <20 000 people playable nations.
 
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I assume if you go to war with the owner of your buildings, they'll be nationalized, even if you're LF? (And obviously auctioned off in the latter case.)
 
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Sad to see the Directly Controlled Investment go. I can see how it can't really be supported anymore, and expected this day to come when it became a game option, with so many things working differently to the default mod. Still I gotta say, it was a damn good mechanic. When I saw it mentioned in DevDiaries before release, I was overjoyed and saw it as squaring the circle of having private investment and also having the player make the choices. It encouraged working in the best interest of the pops, without ever dictating what you needed to do - and after the pretty bad building AI of Vic2's pops, that was great.

I just wanna say it was not a bad mechanic that needed a change. It was great, and deserves the praise and remembering, and to never be remembered as a bad step for the game.
 
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I assume if you go to war with the owner of your buildings, they'll be nationalized, even if you're LF? (And obviously auctioned off in the latter case.)

No, nationalizing is a wargoal of its own so they will continue to own and presumably profit from the buildings unless and until you enforce that wargoal.
 
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Some thougts:
  1. Will consolidation of upper strata pops in manor houses and financial districts significantly impact total pop counts, and can this help performance?
  2. Are revolt tags able to nationalize/alter building ownership? Seems like this could get annoying in cases where the revolution is unsuccessful.
1. There is a reduction in the number of Pops as a result of this change, yes. The later in the game, the more noticeable the reduction. But I would be careful with expecting a significant performance gain from this. It helps, but will not move the needle enough on its own.
2. Yeah, they are able to. We will have to keep an eye on this to see how bad this gets and see if we need to react.
 
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Now that we can have government owned buildings from the start, what changes (if any) have been made to command economy to incentivize going for it over just nationalizing all my buildings while on a different economic system instead? Do we get like a bonus such as negating/reducing EoS defbuff and bureaucracy cost for government owned buildings or something?

Also I too am concerned with the effects of making government owned buildings cost bureaucracy on the construction loop, bc like unless each building level only costs like 1 bureaucracy it sounds like we'll have to spam a lot more government buildings (and therefore paper mills as well) to cover the bureacracy cost while the buildings we build are still government owned which sounds annoying as hell.
 
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I still do not understand how foreign investment works construction wise. If Prussia invests in a Bavarian Furniture Factory, does it go into a Prussian government building queue, Prussian private queue, or Bavarian private queue? Sometimes I just want another country to get levels of mines or plantations, so that I can import the resource, and don't really care about then getting the profits, so it's mostly just important to me - how fast can I build things in different countries.
The Devs said the entity doing the building pays.

So if you (Prussia) order a building then it comes from the Prussian government queue
If Prussian investors think it's a profitable business then they can decide to invest in building there (thus it comes from Prussian private queue)
Ditto for every other country in the world (or at least every other country with foreign investment deals with Bavaria - and of course Bavaria itself)

Once the building is finished Bavaria (government/AI) gets to decide the PM.


If you have Laissez Faire then I think the new Bavarian Furniture Factory gets put up for privatization (I assume it's your laws not the recipients laws). The building can then be bought by Bavarian investors or Prussian investors, etc.
 
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The Devs said the entity doing the building pays.

So if you (Prussia) order a building then it comes from the Prussian government queue
If Prussian investors think it's a profitable business then they can decide to invest in building there (thus it comes from Prussian private queue)
Ditto for every other country in the world (or at least every other country with foreign investment deals with Bavaria - and of course Bavaria itself)

Once the building is finished Bavaria (government/AI) gets to decide the PM.


If you have Laissez Faire then I think the new Bavarian Furniture Factory gets put up for privatization (I assume it's your laws not the recipients laws). The building can then be bought by Bavarian investors or Prussian investors, etc.
That makes sense, but "entity doing the building pays" can still mean it's built by the Bavarian queue, just the costs are covered by whoever invested. I am not sure it was confirmed anywhere, that it works the way you describe... just that it makes the most sense.
 
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Would it be possible to have a game rule where the ai doesn't build anything but still maintains control of the investment queue? In this case they can still buy shares and whatnot, it just doesn't get used for new construction.
 
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Will we have a map mode to see ownership buildings (financial centres and manor houses)? Although you could look at the SOL map, I think it would be great if you could see where there is a clear wealth influx/ richer pops.
 
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Thought about one more thing. Is the price of nationalization/proceeds from privatization going to be modified by productivity/profit of the building within [timeframe?] Otherwise selling off unprofitable industries could net as much as profitable ones.
No, the costs are not modified as of right now.
Unprofitable buildings might not be sold at all because they are still compared versus new investments into profitable buildings. So time is definitely a component that will be affected.
 
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Both new buildings expand automatically, depending on how many levels they own. For example if a new level of a privately owned factory is created, a corresponding new level of a Financial District is also generated.​
I was hoping that the new building ownership system would allow a decoupling of the number of capitalists from the size of the capital. I wanted to see a true concentration of wealth.
Ideally, the building expansion would only happen according to the proportion of the investment pool owned by non-capitalists.
 
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Awesome! This is the most excited I've been for an update since companies were added!
This should help immensely with hiring workers in colonies since the owners don't need to be present.
On that note, by the way, has there been any discussion on fixing the related problem of not being able to hire officers for colonial barracks? I've found it damn near impossible to recruit in colonies because of officer qualifications, and the most qualified pops to become officers are aristocrats, who now will probably be in even SHORTER supply locally as a side effect of this update.
 
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Love this all so much! But listening to feedback before release will help a lot instead of only announcing.

Only problem I have is that nationalizing creates a diplo play. Creating a diary event for the foreign country (the victim of nationalization) so they can choose to act or not would be much better. For example:

(country) has seized our factories

- Act (Start diplo play that you can't back down from) and increase capitalist loyalists)
- Don't act (Doesn't start diplo play and increases capitalist radicals)
 
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