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Everything looks wonderful and like a huge improvement from the second game! Keep up the good work guys! One thing I wonder is will these ownership laws be locked behind certain government types? Can we have cooperations as a non-anarchist country for example? Another one is how much do these ownership laws interact with other game mechanics. For example does nationalising every single mine owned by foreigners or bourgeoisie provoke responses from those interest groups and owner country of the foreign factories?
Generally ownership types are locked behind different laws, yes, and you can probably expect capitalists that have been 'made redundant' by the government to not take that lying down.
 
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I can't wait to see how this model of technological progress turns out in the game! Change will finally have costs as well as benefits, hopefully.

Will there be any costs (i.e. time, money) to changing production methods, or can they be changed at will? It would be weird if you could suddenly convert all of a state's canneries into breweries without any actual penalties.
Yeah, there will be a cost for changing production methods, though we're still iterating on that part so not ready to explain exactly how it works.
 
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Cool diary today!

Just wondering though, are there mechanisms to model mines being discovered or running out of easily mined metals?
We have resource depletion only in a few select cases, I think it would be interesting but probably not something we'll have in a widespread way on release (there is full support for it in the code though, if modders want to make iron etc depletable)
 
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how are wages for workers determined?
Wages are set by each privately owned building independently by balancing trying to achieve full employment with trying to minimize wage costs. The short version of the logic is that each week a building that require labor will check if it can afford to raise wages to attract more workers, and will only do so if it's able. The effect of this is that qualified labor shortage will drive up wages for as long as buildings can afford to pay, while a healthy supply of Peasants will keep wages depressed and dividends high.

Government wages are based on an average of private industry wages across incorporated states but can be controlled to a limited extent by the player.
 
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Will there be artisans ?, the industrial revolution is about factories taking the jobs of artisans and turning them into Capitalists or Workers destroying the middle class in the process.

If you need new production methods to create better jobs for more prepared pops, some of this will be lost.
Shopkeepers are middle class pops that are made obsolete in large numbers when you switch away from the early production methods, which is how we simulate this effect.
 
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Can Production Methods change how workers are paid for their jobs? For example, a farmer on a privately-owned farm simply selling product and taking the profit, whereas in a crop-lien type system the landowners take a large percent of the product and sell that for profit, while the sharecroppers are left with whatever's left, or in a system that employs landless laborers those laborers are paid either a wage or a piece rate? And of course, slavery simply denying wages or profits to the slaves.
I'm unsure if this entirely answers your question but you can set up any pop type working in a building to get a share of the profits, and who gets a share and how much is set by the production methods.
 
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Is the predictive tooltip accounting for the building being understaffed, or is the balance change calculated considering the bulding will be fully staffed?
It's assuming full employment, since that's what the building will drift towards eventually if all goes well for it.
 
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This is the first dev diary that I've seen that is simply amazing in its detail of treatment and sophistication of concept. Wow.
So here's a question. When captalists displace shopkeepers from ownership of a business, do those shopkeepers get pissed off sometimes and begin to riot and burn the new business and its equipment? Sure hope so! Where are the Luddites, I ask you! :D
In general, pops whose jobs are made obsolete by changes in technology or laws should be angered by it, especially if they used to own the industries that have been taken over by others.
 
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I used qualify when I don't necessarily mean that. A POP that is a bureaucrat type probably won't be allowed to (like the game restricts them from) take a job that is not specifically for a bureaucrat type POP. Like a capitalist won't go for a machinist position even if for some weird reason a machinist will pay more than a capitalist.
This isn't how the Victoria 3 Qualifications mechanic works actually, a Capitalist might very well qualify to take a (higher-paying) Machinist job. "Qualifications" is taken to mean "could this person possibly be offered this job"? More on the Qualifications system in a future DD, it has a bit more nuance to it and is not actually a binary thing.

As a result the initial question is legit, it's possible for a middle or even upper strata Pop to take a mining job that pays better even though there's a risk of dying. In actuality, if these Pops are willing to do that they're in pretty dire financial straits.
 
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On ownership, does publcially traded means they're owned by all the capitalists, or by banks? Are things like big industrialists and nexuses of finance interest groups? Is there an economic version of an interest group that may try and monopolize?

And is there a halfway between government run and co ops like yugoslavia? Does ideology change how government run firms work, the war economy in the US during WWII and the soviets aren't quite the same? Is there corporatism?
As a catchall answer to the questions about private ownership vs publicly traded, how this works isn't something we're ready to answer at this stage.
 
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A stupid question, but what do the green numbers at the top right corner of each production method mean?

At first I thought it was the level of the production method's tech, but then I noticed it's used in the "bird's eye" national overview... So is it the number of building using a specific PM?

I'm confused...
Current number of options to choose from.
 
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What about wages in a command economy?
Buildings orient themselves financially the same way under Command Economy as other economies, with the difference that all buildings are considered subsidized. So a building that's very profitable on its own doesn't burden the treasury, but any "profits" would (by default) be siphoned off by the Bureaucrats in charge. Meanwhile, buildings that can't carry their own weight will require regular (automatic) cash infusions from state coffers.
 
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Technically, a capitalist is defined by its relationship to the means of production, it's weird to imagine a capitalist work alongside to other worker, qualified or not. They admin or just possess.
They will change Profession in the process, to be clear.
 
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I haven't been able to read a lot of the replies here, so I don't know if it was answered, but would it be possible for me to, say, keep the ownership at merchant guild level while improving the tools, methods and other improvements to generate greater profit and still be relatively competitive?
If you wanted to keep the merchant guilds in charge, the only real way to improve your productivity would either be to maintain artificial scarcity of the produced goods or focus on acquiring vast amounts of raw resources to ensure they have super-cheap inputs, with the latter probably being the more realistic option. So basically, you could have a huge section of your population making handcrafted clothes from cheap cotton and that would probably be reasonably profitable and employ a lot of moderately prosperous middle-class shopkeepers, but in terms of goods production per head it'd lag behind more industrialized countries.
 
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will localized conditions effect output of buildings ? (for example the copper mountain in sweden producing either more or higher quality copper than say other mines) and will buildings that operate for long periods of time get higher efficiency due to experience ?
Buildings don't currently gain experience as such, but State Traits can impact Buildings in their state in various ways, creating local differences in viability and competitiveness. This is in addition to the resource potentials that determine how large industries of various types you can build there, of course.
 
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Not to be naggy again but are their any, any at all, planned changes for the UI/GUI? Eg scaling or a "old version" (vic2). I really really don't like the look of this UI, while I'm sure I'd get used it to, it's really holding a lot of my hype up as a result.

Regardless, great work devs, the actual gameplay mechanics look really cool. Have we got a Political parties dev diary upcoming?

The UI is a constant work in progress. There are even things depicted in this Dev Diary that have been tweaked in the latest dev build of the game.

Constructive feedback on what you would like to see improved is always welcome!
 
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Can aristocrats own mines and factories?
At the moment no, but I have been personally toying with the idea that maybe they should under certain economic systems. No promises that this will be in release though. The main problem with aristocrats owning mines at the earliest methods is that it doesn't transition in the same logical way as capitalists buying out and taking over merchant guild operations, and also ownership of mines is something that varied quite a bit between different countries so it wouldn't be accurate everywhere either.
 
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Will it be able to mod in more than one private owner pop type for a building?
e.g. a Capitalist pop and a "Foreign Investor" pop simultaneously owning a mine and splitting dividends between them.
Yes, and in different proportions if desired. So for example, you could have have a Production Method where Capitalists own 5 shares each while Engineers own 1, meaning the dividends are split 5:1 between them.
 
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