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Victoria 3 - Dev Diary #127 - Bulk Nationalization and Companies Building Ownership

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Hello Victorians,
wake up, grab a brush and put on a little make-up - we’re talking about Bulk Nationalization today! Also, I will be bringing you more details on the next step in the evolution of the Companies feature: Ownership of building levels. Let’s get started, shall we?

Bulk Nationalization

Since the release of the 1.7 update and the Nationalization feature, the biggest wish from the community (and ourselves) in regards to it was to have a tool that allows you to nationalize more buildings at once and to let you choose more concretely which levels you want to nationalize.
So that’s what we did!

In order to access this new tool, you will have to go into the Building Registry, which you can find on the bottom of the Buildings panel.

Big button. Big window. Big nice.
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In here you will see a new button which says “Nationalize Filtered Buildings”.

The Bulk Nationalization waits behind this new button in the Building Registry
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As you may be able to tell from its name already, for assembling the list of buildings to be nationalized with the tool, we take into account all the filters you have set up inside the Building Registry.
So if for example you’ve filtered your list down to a list of buildings that are owned by other countries or pops in other countries, well then these are the only buildings that are considered when opening the Bulk Nationalization window. Alternatively you could have filtered the list for buildings that are located in West Bengal, that have a goods shortage and that are currently not hiring. The more you filter, the more control you have over which buildings to nationalize.

Now let’s see what happens when you press that button.

Example: List of all British Pop-owned Ranches, Furniture Manufacturies and Steel Mills that I have filtered for in the Building Registry and that I can nationalize in one go
DD127_03.png

You can see a list of all affected buildings on top and the main sliders underneath to determine how many levels you’d like to nationalize as you know it from the existing tool. If other owner groups were present, there’d be a separate slider for them.
Additionally, to the left of it, we’ve added a shortcut to filter by a specific ownership type in order to allow you to only select Manor House owned properties for example (because who needs these Landowners, really).

Quick filter for specific ownership type
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On the right side of the window, you see the summed up consequences, costs and the option to disable payment (if your laws allow it).
All that’s left to do is press the button and take control.

This Bulk Nationalization feature should prove a powerful tool in everybody’s toolbox when it comes to claiming national ownership and we can’t wait to see you use it.

Companies Building Ownership

As we wrote in the past when we talked about Companies, we have always had a bunch of ideas on how to expand the feature to integrate it more in the simulation.
One of these ideas was giving established Companies actual ownership over building levels in the country which they would positively affect, rather than applying it to all buildings in your country.
So now that we have shipped the 1.7 update which contained the Building Ownership Rework that actually allows other buildings to take control of levels, it felt only natural to take this next step for Companies too.

The way we do this is by giving each established Company a Headquarter (HQ) building. This building will act much like a Financial District or Manor House. They are going to have Pops working in them, have an ownership portfolio overview etc.
So you still decide which Companies to establish in order to specialize your country, but how that plays out will be different.
The establishment of a Company HQ may require you to give away some of your own building levels or provide the necessary funds. Details on this still need to be evaluated and implemented as we are approaching 1.8, but the conditions will likely be dependent on your economic laws.

When you decide to establish a Company, we determine in which state its HQ will spawn based on where in your country the relevant industries are the most prominent. So if you establish Friedrich Krupp for example, a company that cares about Steel, Guns and Artillery, it looks through your country and finds the state with the highest number of building levels of these types and will settle there.

Friedrich Krupp being established in Westphalia, the major steel producing state in Prussia
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Once established, Companies can invest into new building levels like Financial Districts or Manor Houses. They make use of the Investment Pool for this. Depending on how much they or the Pops in them have contributed to it, there will be more or less investments from Companies into new levels.
Like the other ownership buildings, the Company HQ level will increase with each level they build or buy.
A goal that we have with their investment logic is that Companies should start investing much more locally, e.g. in their own state, before expanding to your country. But of course if you have foreign investment rights in place, Companies will also be able to make use of that and start building new Steel Mills on the other side of the world!
But keep in mind that Companies will only ever invest in buildings of their assigned types, so Friedrich Krupp will never build a Ranch for example.

A look inside Friedrich Krupp and their Property Portfolio
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Another major change that we’re doing with this update is of course to change the throughput and construction bonuses. Companies will only affect the buildings that are actually belonging to them, rather than every single building of fitting type in your country. To compensate for this, we increase the bonus that Companies are providing. The same is true for the construction bonus, which is applied only to buildings that are funded by the Company.

In the interface, we will represent Company ownership with their icon wherever a level is owned by them. We are also thinking about adding a new color to distinguish their ownership type further, but will need to investigate this more.
What we also do to visualize company ownership is take it into the third dimension. We will show on the world map that a building has an association to a company in the form of billboards.
If there’s at least one level being owned by a Company, we place an according billboard showing the Company’s logo on the building.

Our Art team has come up with multiple designs for billboards, very pretty (but still WIP)
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For the future, we can see potential to expand this kind of visualization to other areas, e.g. ships and trucks, but that’s out of scope for 1.8 at least.

While this ownership change is a major step forward for Companies, it’s not the end of our plans for them. We cannot provide you a timeline for further improvements yet, but we do see potential to expand on them with features like political impact (e.g. influencing IGs or enactment of certain laws) and company leading characters among other things.
But that’s for another time.

The next Dev Diary is coming to you in two weeks on the 19. of September, where Martin will walk you through the changes we are making to Political Movements.
With that, I’m leaving you for today and wish you a happy Thursday! ;)
 
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While this ownership change is a major step forward for Companies, it’s not the end of our plans for them. We cannot provide you a timeline for further improvements yet, but we do see potential to expand on them with features like political impact (e.g. influencing IGs or enactment of certain laws) and company leading characters among other things.
But that’s for another time.
Trading Companies and autonomous/private Trade beside already known governmental trade-agreements/routes when? :)

1.9?
 
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This looks genuinely fascinating, but I've got a few questions that aren't covered by this dev diary (but probably by a future one :p), so here's a little list.

A) What happens to states that get conquered with a company in them? Do they just stay there as owned by the parent nation, are they nationalized as conquered, or does something else happen? If I'm playing as Prussia and manage to form Ubergermany, what happens to the Austrian companies when their nation is annexed?

B) If everyone is in a Trade League style power bloc, does that mean that everyone's companies can access one another's economies and buy factories in each other? IE, let's say Sweden is in a trade union with Germany - would a furniture company in Sweden be able to buy factories in, say, German East Africa, or Dainam if it is a puppet, and is the reverse the same with East African companies able to setup shop in Sweden?

C) What does this mean for the number of companies that are "active" in a nation at a time? Before it was just a case of one nation having a fixed number of slots, but this presents the possibility of a nation having companies from other nations via diplomatic actions like investment rights. Is there a limit to the number of companies that can be active in a nation at any one time, including foreign companies, or it just a case of foreign companies being worse than one's in my own country, or is it a case of any company being better than just a generic factory even if it isn't the most "optimal" solution?
 
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Hello, maybe I can't read but how is managed the changement of company (removing a company to put a new one)
also how company will interact for fully nationalized or worker-own economy ?
 
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Is there a plan to modify the state traits? The geographical environment profoundly influences the fate of various countries, and state traits should have a greater impact. I don't think there is a natural efficiency gap of only 10% in grain production between the Western European plain in France and the Eastern Siberian region in Russia, nor do I think Australia's iron ore production efficiency is only 10% higher than that of the United States. Overall, I think the effect of state traits is too conservative.
 
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I'd like to see some work done to the "start_building_construction" and "start_privately_funded_building_construction" effects, so you can choose which owner building builds them and in which state, so you can script building levels in your puppets, being owned by one of your ownership buildings for example.

A new effect that allows you to change the ownership of an existing building would be nice too.

Also, please add the government_shares modifier back in. It's needed for self-owned buildings such as trade centres that should also be able to transfer part of their income to the government without having some or all of their levels be government-owned.
 
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I'm really excited about the changes to companies and what you will do with them in the future!

One thing that I would personally like to see would be to make companies more dynamic and take the historical company bonuses away.
I think it would be interesting, if you could just chose one building type when creating a company and then that company will develope on it's own and take choices (that the player might be able to influence).
E.g. a company for iron mines could decide to expand into other mining or into tooling or steel. Maybe they could either unlock more sectors or building specific bonuses when they grow enough.
Basically tying the modifiers and available building types to the total size and wealth of the companies.
Maybe they could have a character as CEO whose traits influence those choices.
This would remove the bonuses that are only available for certain countries and reflect how companies change over time.

Maybe a the company Krupp would specilaize in building military goods because Prussia formed Germany and wages many wars.
Another time Germany gets formed diplomatically and it stays peaceful resulting in Krupp building trains instead of weapons, etc.
 
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I've modded this exactly behavior but didn't release the mod because i can't stop HQ buildings randomly in the country. It seems that currently buildings that own other building levels spawn with a system that a modder can't control.

In my mod, the player could build the first level of the company HQ to decide where it should be. The player was not be able to expand the building.

In the end it's nice to read, that my vision of this mod will be implemented.

I've uploaded the WIP mod. There is no further developement.
 
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What will happen if companies have no longer any building to build - or all the steel mills are no longer really profitable or not full staffed (to the point they start to downgrade themselves) ? What will they use their money to do ? Will they still build steel mills just to downgrade them right after ?
Will the money still be poured into the investment fund but used by regular financial sectors/manor houses ?
It could be interesting to have another "secondary" use for their money once they have no longer anythig profitable to build. Maybe some special funds where they create events and influence politics ? Or just they will stop pour money into the investment funds as there is nothing to invest on, and just enjoy their money ?
 
There is a bit of conflict of vision between companies and financial districts. If we assume companies represent big companies or conglomerates and financial districts represent smaller ones, could companies also perhaps take over financial districts in some ways? Especially if companies would buy out buildings in their own portfolio owned by financial districts. Perhaps companies could even buyout buildings owned by foreign financial districts that way too, creating big monopolies.
 
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So if companies will have HQ now what will happen if province they are based in gets conquered? I assume they will keep functioning but what if new owning nation has no free slots for newly conquered company?
 
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This looks great.
Would it be possible for the companies to use their cash reserve as an investment pool instead of the main investment pool. Perhaps with a much larger cash reserve limit. It would be nice to see the growth of a company be slightly separate from the wider economy, and for more profitable companies to expand much faster than companies not making much money.
 
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Nice tools and changes. I hope you could also make a similar tool for privatisation, I want to have the power to manage who can buy my national buildings, especially with this reworked companies.
Companies have to be private always or you can make them cooperative or public-owned even if you don't have centralized economy or cooperative ownership?
 
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Something I've seen pop up today is the command economy problem of seized funds from the investment pool exceeding cash reserves and deleting much of the money

Is using the bulk nationalisation mechanic to avert this by spending all the money before it goes to treasury something you'd want to look into? Like having a pop-up immediately after command economy is enacted that delays seizing the investment pool until you've planned out what it will immediately be spent on?
 
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Now let’s see what happens when you press that button.

Example: List of all British Pop-owned Ranches, Furniture Manufacturies and Steel Mills that I have filtered for in the Building Registry and that I can nationalize in one go
View attachment 1183573
Would it be possible to add one line, wich Shows us how many radicals it would be in total? So all the ones shown there combined.
 
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More control over nationalization looks amazing.
Companies owning buildings in this next update also looks really nice. If I understand correctly, they will only be able to own the buildings that they specialize in?
Also, since companies highly depend on profitability of buildings, are there any plans to introduce stockpiling mechanics in this update (or in the near future)? Weapon buildings for example are usually only profitable during war. Which is kind of understandable, making a bigger internal drive for war and war profiteering in the game, but disregards the in-between period, where countries need to arm themselves in advance. Also, running out of supplies as the war drags on should be a major factor in ending of the wars.
But in the context of companies, weapon manufacturing companies often highly fluctuate in the game. I'm worried that they will simply start downsizing during peace time, which then produces shortages when you need them.
And in the wider context, where in the last update you also mentioned the famines, food stockpiles could also play a role in mitigating some of the damages.
 
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Next: micro level nationalisation for individual buildings. What if I want to nationalise all foreign ones, or from just one country? What if I only want to nationalise a part of foreign owned levels from certain nations or nation? Please!
 
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1. Can you sort buildings by core/non-core? So that for example, you can see only your colonial buildings or your outskirt buildings and opt to change all the PMs to use manual labor?

2. What happens to a company if the state is annexed? Will the company relocate, dissolve, or belong to the country that took it?
 
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But keep in mind that Companies will only ever invest in buildings of their assigned types, so Friedrich Krupp will never build a Ranch for example.​
Tfw Victoria 3 companies are better than real life companies.

Speaking of it - any plans on making housing into a building/infrastructure just like Railways or nah?
 
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