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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
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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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Very excited for this update, especially changes to companies!
How moddable are the they? Can they be spawned by script, to simulate the establishment of private companies for example?
There's an effect to spawn a company HQ, where you can also define which state to spawn it in, but this will still affect all the logic that is currently present around companies. For example it will take a company slot once that happens, you'll see the company as established in the company interface panel etc.
 
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Sounds awesome! Has there been any thought to increasing the amount of companies one can establish at any time, since their bonus will be more focused?
 
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My one concern with this new system is that the company is now bottlenecked by the available workforce and I assume Capitalist qualifications in whatever state they decide to establish their HQ. If there isnt enough available to employ another level of the HQ I assume then the company can't buy or build another building?
Multi-state companies transcending nations will be the next step in company development
 
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What happens if I lose a comapny slot/replace one? Do i get back all that they own / they become a normal financial district/manor house?
When a company is disbanded, the ownership of all levels they owned will be changed depending on which economic law is active in your country. So they might become part of Financial Districts, turn worker-owned or country-owned.

And will there be any dynamic for when 2 companies target the same type of buildings? Like trying to buy the others lvls? What about buying public/normal lvls? Will that be unlocked by stock exchange and/or mutual funds?
They behave like other ownership buildings. So any of the two could buy a level, that's up for sale, but not each others.

I hope company "slot"s will be removed in favor of some other mechanic so less but monopolistic companies tend to be better[or worse depending on economic or political impact] like say 1 company owns 214/300 lvls of X building type will be better economically than 3 small ones(or reverse) but will weild so much political weight it might become your political nemesis!
Slots will continue being a thing for the foreseeable future at least.

Will economic laws affect company ownership? Like Public companies for commies , private for LF, mixed for others and also publicly owned after discovering mutual funds[so that my SoL can rise faster] ?
Somewhat.
Due to the architecture of ownership buildings, companies will always have to be private owners, even under Cooperative Ownership and so on (for which they'll get an exception). So there's that.
But what changes is the establishing conditions. E.g. you'll usually need to provide 5 levels to establish a company, but under LF you can't nationalize, so instead you'll be required to have enough money to buy 5 levels, which will then get transferred to the Company as it's being established.

We will do things like who benefits the most based on economic laws though, so for example under Command Economy most of the profits will go to the state coffers instead of the Capitalists working in the buildings (under LF for example).
 
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I sincerely hope that nationalization of foreign owned levels changes away from a play as it is now.

It would make way more sense that it gives infamy and an event for the effected country(s) that allows them to start play against you (ideally all of them joining in the same play).
This would make way more sense from a realism perspective.
No changes planned as of right now that I'm aware of. I think we would generally tend to agree that it would be nicer to flip the role compared to what it is right now though. So maybe in the future when we find the time.
 
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So for the companies for them to actually have a hq, do you need to have them selected in the company tab or do they just pop up
Can companies be created without player intervention? I want to see companies establish themselves naturally without players clicking "establish" company button depending on the economic policy for immersion sake :).
As mentioned in the DD, you still need to press the button to establish them in the currently planned version for 1.8 release.
We have thought about making adjustments with regards to LF in particular so that they'd be able to establish themselves, but that's more complicated than it sounds. Maybe something we can do in the future.
 
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Will there be any new ways to visualize foreign ownership? I think the current mapmode to be fine but I'd like more info on how much of my GDP is foreign owned, and how much is related to industries my pops own abroad.
We have a task to get some new visualization charts in, but it's unsure at this point if we'll be able to make it in time.
How would a command economy use companies if there's no investment pool? Surely there should be a rule allowing them to get some bonuses on all industries specified by a company, to give command economy a "niche" of top-down specialization.
They will have to be exempt from the rule pretty much, so that they can invest even under Command Economy.
 
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Will Companies be able to affect prices and have an influence in politics?
They will affect prices indirectly of course through increased throughput etc., but I assume what you mean is monopoly style price manipulation, which is not a thing for 1.8. Just like political influence (as mentioned in the DD) this would be a future ideas list which we might get back to in the future when time allows.
 
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Nice addition, the companies owning the actual businesses is a good step-up in immersion for a player, at least for me.

Just to ask, will be the state able to own quotes in a company if the national laws allows for interventionist polices?
No, due to the architecture of ownership buildings, they'll have to be fully private. But the state can still profit from them under certain laws.
 
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No big changes planned for now.
They still have the shipyard building groups they can invest in etc.
What about the canal buildings themselves?

Currently, they have no profitability as they have no output goods, so they require subsidies in order to hire any employees. The canals should have either some profit output or be changed to government funded (like other non-profit buildings).
 
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How will prosperity bonuses for companies work now? Will they only check the productivity of the levels owned by the company, or still the entirety of the relevant sectors? (I'd assume the former, but it wasn't specified)
 
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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.
Feel free to set up a post in the suggestions section with concrete things you'd like to see changed and tag me in it and I promise I'll take a look at the list at least.
Super hard to make a general statement about it. Some should probably be stronger, others are fine.
 
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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.
That was my initial proposal to the programmers in fact.
In the end, this was deemed not feasible (or at least a lot more complicated). Having it work through the existing investment pool logic makes it much easier because a lot of the necessary things are already set up in place and only need to be adjusted for our new purposes.
You will still see some of the effect that you describe: The more companies contribute to the investment pool, the more likely it is for them to expand. So well-running companies will in fact expand faster than if you had poorly performing companies in your country.
 
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In this vein, can it be made possible in the script to have companies be able to "buy out" the ownership levels of financial centers for their respective buildings? Right now it's not really possible to do via modding. I mentioned what would be needed here.
 
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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.
No stockpiles with the 1.8 update. That would be a huge change which we'd have mentioned in what we've planned for 1.8.
The big changes that are coming are all listed there.
 
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Thank u for the clarification! Yes I meant monopoly style manipulation, which I hope will come soon. I feel that LF has too many advantages with none of the disadvantages currently simulated in Vic 3 - would this addressed in 1.8 with other features?
They will affect prices indirectly of course through increased throughput etc., but I assume what you mean is monopoly style price manipulation, which is not a thing for 1.8. Just like political influence (as mentioned in the DD) this would be a future ideas list which we might get back to in the future when time allows.
 
I still haven’t delved too much into mass nationalizatiom so my opinion is mostly “yay, QOL” there, but the companies changes are MASSIVE and perfect. I love those changes so much.
 
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Can we adjust some of the flavor text in events so that it references companies? E.g., "trade unions at the STANDARD OIL COMPANY in OHIO are protesting" in the pop-up can make it feel a bit more lively.
 
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Send me a save file when you get there, then I'll start worrying about it ;)
But more seriously, I'm not sure that'd be an issue? They'd be megarich and continue to be so most likely. Not sure they need to be able to get even richer? ^^
Ah so they just will stay at some size.