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

16_9.png

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.
DD127_01.png

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
DD127_02.png

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
DD127_04.png

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
DD127_05.png

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
DD127_06.png

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)
DD127_07.png

DD127_08.png

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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hopefully this is the first step towards construction companies and away from a centralized building queue... and an economy not only based on construction but also buying/selling companies/buildings etc
 
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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?
Maybe that could be done with a output bonus and a good Satisfaction malus?
I can form Public Companies?
Public as in state owned?
 
Can we get company themselves ranking? Throughput bonus should be rather based on that, rather than on just country rank.


Better yet, rework this whole bonus somewhat. Maybe it should be based on Prosperity somewhat? Or "experience" of the company, aka how long it functions.
 
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One thing I'm missing currently is a way to force foreign investors out of my market, especially under laissez-faire, where you don't have the option to first nationalize industries and then sell them to your own private sector. So it would be nice to have a direct way to force foreign investors to sell their shares to your private sector.
 
Neat.

Some thoughts tough:

1) Will East India Company exist and interact with the Country? Maybe a governance Law that makes that Owners of the Company can vote on the President of the Country?

2) Can Companies also have owners while the Company itself owns Buildings? So I as the Country might want to own some Shares of the Company? Or a Company owns Shares of another Company.

3) I think Companies should have their own Investment Pool. And Companies should be able to go into debt and maybe even collapse or call for government buyout.

4) I think Companies should spawn automatically if some criteria are met. A soft cap for companies in a country should exist, so the chances for new companies to form will be reduced the more a country has. At the same time more companies of the same sector could exist at the same time with different boni. For instance you can have 2 Car Companies rival each other. And if one company monopolizes the market boni can turn to mali since the monopolies are bad, mkay.
 
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Maybe something way further down the road: companies could be a cool opportunity for smaller mission trees in flavor packs/dlc.

As an example: you build the "United Fruit" company, which gives you a mission tree for increasing US control in Central America and adds some unique interactions there for establishing trade. I know other games have suffered from mission tree bloat, but companies seem like a compromise there: entirely optional, but offering some more detailed content and things to do without giving you unstoppable bonuses (and "successful" missions could result in uncontrollably powerful companies, like Standard Oil).

Long-term, companies sound like they're going to be a really core, fun part of the game, and make each game feel more distinct.
 
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Nice dev diary as always! Just curious, before you pin down the design mentioned in this diary, have you thought about making company HQ a subdivision of an Financial District (e.g. a company is HQ in New York Financial District and take away part of the dividend based on their share in that FD) instead of a completely separate ownership building?
 
No, there's no defined max size. But I'm not sure what problem you're seeing with them reaching a theoretical max?
I meant reaching theoretical max.
I guess those capitalists can move on to other buildings like another company or financial center then, once company can't grow anymore.
 
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The bulk ownership changes are exactly what I want, great to see. It would be nice to have a chart of national income, to get an idea of how much money is flowing into the hands of all the manor houses and companies.
Will there be a way to move buildings into the hands of companies to get these bonuses applied to them? Especially in a planned economy, or a solution for a worker owned economy? Maybe the names change when you have a state owned economy and they apply to all of your buildings of that type?
 
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Maybe that could be done with a output bonus and a good Satisfaction malus?

Public as in state owned?
No, because the state don't own companies today.
 
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can you change most of the tool tip action lock for most of the tool tips?
some tool tip pop ups were too far from the cursor, so even if I locked that tool tip, I still need to move my cursor for a second which would be hard to hover from cursor to the tool tips, even more, sometimes there are other highlighted lebals on the way of the locked tool tip, which is impossible for the user to get to that locked tool tip becuase it will just switch to the other highlighed lebals when moving the cursor.
 
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.
View attachment 1183568
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
View attachment 1183571

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
View attachment 1183573

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
View attachment 1183577

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
View attachment 1183578
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
View attachment 1183579
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)
View attachment 1183580
View attachment 1183581
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! ;)
Just a question from a modding perspective, will companies be able to own other companies like a holding or parent company (e.g. Union Steel owning a bunch of steel mills and Union Agriculture owning a bunch of farms with Union Enterprises holding both of those sub companies)?
 
Will corporations be able to own Buildings in other countries? Will we be able to nationalize these buildings if we want?