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Victoria 3 - Dev Diary #5 - Production Methods

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Hello again and happy Thursday! Today we will be taking a deeper look inside Buildings to explore Production Methods. These determine the functions of the building, its inputs and outputs, and what employee types it requires to operate.

Many management games let you upgrade a building to increase its efficiency or expand its functionality. In these games, after the upgrade investment has been paid the impact is permanent and nearly always superior in every way to the building's previous functionality. But in Victoria 3 there are no actions without reactions, and novel innovations don't just make buildings better with no side effects. Improving industrial processes over time is to be expected, but in some cases those improvements might require goods as input that the country has scant access to, while others permit the output of a new type of end product at the expense of the old one. As a result, buildings in Victoria 3 require more flexible upgrade paths than what's afforded by permanent, linear, “no-brainer” improvements.

All buildings have several categories of Production Methods, usually between 2 and 5. Only one is active at any given time in each category. Most categories fall into one of these types:

Base: governs the general "tech level" and efficiency of the building, produces goods typical for the building type
Refining: reduces output of typical goods in favor of output of specialized or luxury goods, sometimes adding a special input
Automation: adds industrial goods as input to reduce the building's unskilled workforce requirement
Ownership: determines who owns shares in the building; typically governed by Laws

With the right technologies Food Industries can make Groceries from both Grain (Bakeries) and Fish (Canneries). They can also refine Grain and Sugar into Liquor (Distilleries). With advanced technologies Food Industries can be partially automated, drastically reducing the need for unskilled labor. Simple Food Industries are operated by Merchant Guilds (Shopkeepers), while more advanced and profitable Food Industries are owned by Capitalists who reinvest some of their dividends.

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As one example, an Iron Mine's base Production Method determines if miners use only picks and shovels or if they also use some sort of engine-driven pumping mechanism. There are several different pumping technologies which also determine what fuel is used. The more advanced the pumping mechanism the more deposits can be accessed and the faster Iron can be mined, but the more Coal or Oil is used in the process. With higher tech pumps comes a requirement for more Engineers and Machinists to be on-site to control and oversee its operation. This creates more demand for qualified workers and also opens up a number of better paid positions to those Pops who meet the qualifications.

The revolution in chemical sciences of the era also enabled the use of explosives in mining, which is a secondary Production Method category used only in mines. Once Nitroglycerin is invented, it can be used in mines to generate even more minerals, at the expense of Explosives produced by the Chemical Industry but also with a higher rate of workplace accidents. By researching less volatile Dynamite, even more minerals are extracted at the expense of even more Explosives, with the additional benefit that far fewer workers will blow themselves up on the job.

Once invented, portable Steam Donkey engines can be deployed at mining sites to drastically reduce the amount of manual labor required just for hauling. This costs the building some money in the form of Coal and Engines, but reduces the amount of money they have to pay in wages. Perhaps more importantly it frees those Laborers up to do other work in other buildings if the state is running low on workers. But if wages are already very depressed it might not be a great idea to purchase expensive industrial goods just to increase the unqualified labor pool further, so this might not be a no-brainer decision for a player to make.

In most countries, simple mines are owned and operated by Merchant Guilds at game start. These are small-time purveyors of the goods produced represented by Shopkeepers. Once mines start to industrialize, Capitalists step in to take over ownership. In most cases these Capitalists will come from Shopkeepers promoted to these newly created positions, but some might come from other Pops in the state, even other Capitalists in buildings not quite as lucrative as these new mines. There are fewer Capitalists than Shopkeepers but they draw a higher wage, and more importantly they will reinvest some of their earnings into the country's expanding industry depending on how much profit their workplace is generating for them. As new ideas spread across your society you might be able to make the mining industry publicly traded instead of privately held, and later on in the game perhaps even nationalize them to be run by government bureaucrats or turn them into cooperatives where profit is split between workers.

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Production Methods aren't limited to consuming and producing goods. Government Administrations employ Bureaucrats and Clerks who use Paper to produce Bureaucracy, one of the game's Capacities that let you govern more people and extend more state services to them. Railways consume Engines and a fuel such as Coal to produce both Transportation and Infrastructure, the former which is sold on the market and the latter which allows the state to support more buildings without loss of Market Access. Universities employ Academics that let the state guide research and development of new technologies and ideas. Virtually any kind of currency, modifier, or effect can be produced by Production Methods in buildings and can be applied in a variety of ways to the country, state, or even the building itself.

A basic Government Administration consumes 10 Paper and produces 50 Bureaucracy per fully-staffed level, but each additional level beyond the first adds a +2% Throughput bonus due to economy of scale. This increases both consumption of Paper and output of Bureaucracy, yielding more productivity from each of the Pops that work the building.

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This of course adds a tremendous capacity for modding in new Buildings and Production Methods! Embassies that increase your Influence, but which can also be configured to consume Wine and Meat at state expense to increase the speed at which you Improve Relations? Shantytown Temples that can only be built on coastlines, that consume Fish and create jobs for pops qualifying for the Deep Ones profession, increasing state mortality but also the weekly rate of the global cthulhu_rising counter? We can't wait to see what madness you unleash!

If tweaking multiple Production Methods across several categories on every single building in the game sounds a bit complex compared to linear building upgrades - you're right! Thankfully we've built a number of tools to help with this process. Foremost among these are the Buildings panel, where you can get an overview of all buildings in your country organized by major and minor type. For example you could get an overview of all Rural buildings, or all Furniture Manufactories, or all Ports. If you have buildings of the same type in several different states, you can break it down further to view the individual building. On each level you can see how profitable the building is and adjust its Production Methods. You can even set all Production Methods for a certain building type to a specific setting all across your country with one click.

From the Buildings panel you can get a birds-eye view of all industries in your country and see at a glance how they’re doing financially. You can change Production Methods on an individual building or on all of them at once. You can even expand buildings directly from this screen if you so choose, or click on one to get an in-depth view of its balance sheet and workforce.

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To minimize the requirement for mental math we have also created prediction tools that give you a breakdown of what to expect from choosing a certain Production Method, based on profitability predictions taking adjusted production and consumption into account, and summarizing which new job positions will be created and which will disappear. While it may on the surface seem obvious to just enable the Production Methods that make the buildings more profitable, keep in mind the societal effects as well - are there enough Pops in the state that qualify for the more advanced jobs this new process requires? Will the wage for these new jobs be sufficient to entice those Pops to switch professions? Will you inadvertently create a whole new class of well-to-do Machinists that may have pro-labor union sentiments? Or will the increased profits not lead to higher wages in the building because they're already competitive and fully employed, and will simply result in more dividends for the shareholders which will be funneled into increased luxury consumption? Which you choose might depend on your population’s social mobility, what politics you favor in your country (a socialist uprising may not be in your plans!) and whether you're able to supply luxuries yourself without benefiting your rival. More profitable domestic industries are never bad, but should be far from the only consideration when building your society.

Predictive tooltips will explain the anticipated impact on the building’s Balance as a result of changes in production, consumption, and wage requirements, as well as the changes in employment that could also impact the country’s politics over time. You will also be forewarned if there aren’t enough qualifying Pops to take on any new professions created, as this could limit your industry’s effectiveness.

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That is all for this week. We will return to discussing more economic intricacies later, but for the next little while we'll be exploring domestic politics - starting next week when Martin will be presenting Interest Groups!
 
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Once Nitroglycerin is invented, it can be used in mines to generate even more minerals, at the expense of Explosives produced by the Chemical Industry but also with a higher rate of workplace accidents.

Am quite excited to see stuff like this!
 
That sounds like what you would expect from a Command Economy. The reason to have it in the first place would be so you can produce goods the state needs and not have to worry about their profitability. So if the game is modelling this that is great in my book, after all different economic systems should have tangible differences between how they operate.

On the other hand, it's weird that the profit is "siphoned" by the bureaucrats instead of going to the treasury. I mean, there's a reason they're govt officers instead of capitalists...
 
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This all sounds really amazing but, my question is: Can the AI actually handle all of this and make the right decisions for the AI controlled countries?
Well, the AI will succeed where it will and fail where it will. Depending on revolutions, war choices, diplomacy etc.

I think what's important is for the AI to be able to pick itself back up rather than not make mistakes in the first place.
 
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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 had 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.
Sounds also like a gold rush situation
 
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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)
So as of now there is no widespread depletion planned but I don't read this as a general no.

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.
Could the government start retraining programs? It would be nice to retrain superflous farmhands into pops that can work in the cutting edge technology industry. Factories
 
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This is already kind of a dead horse, but: what I think would help me understand this point of view is if someone who holds it could give me a few examples of what they would consider a real-world “laissez-faire” economy from the time period. Then we could meaningfully discuss who was in charge and what kind of decisions they did and did not make.

Why? They’re giving us the opportunity to play any number of fanciful socio-economic systems that crashed and burned before they even got put into practice.

Regardless, other than subsidies and tariffs, many liberal governments of this era were very restrained in their intervention in the economy.
 
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Imagine the second son then buys a manor, does he lose his ancient noble heritage going back centuries and just become a pleb capitalist with a manor?

Imo, the aristocracy should be a more exclusive club, pops can't easily jump in and out of it, it's more than just money.
The game doesn’t model individuals that way, though. There’s no such thing as tracking which individual capi becomes an aristocrat. I’d probably represent that by: aristos who become capis make the capi pop’s attitudes more aristocratic, and capis who become aristos make the aristo pop’s attitudes more like the capi pop’s they came from. So capis who mostly promote from aristocrats and capis who mostly promote from immigrant shopkeepers might have very different politics.
 
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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.
On the topic of Aristocrats, will small farms have a unique ownership type? Small landholders wouldn't operate the same way as Aristocrats after all. Or are small farms represented with the "Guild" ownership type and managed by "Shopkeepers"?
 
If tweaking multiple Production Methods across several categories on every single building in the game sounds a bit complex compared to linear building upgrades - you're right!
Complex => good
if it is Victoria. That is why we asked for Vicky3 for years. because it was the most complete / complexe simulation of paradox games.
So please, don't be afraid to do the things more realistic, even if it makes it a bit less accesible to everyone.
There are already enought "big public" games out there (not intending to say in an offensive way) ...
 
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Are the in-game owners going to take some initiative and upgrade where it makes basic common sense? If a factory’s owners have the money, they’ll change to a new production method whose inputs are cheaper on their own? Maybe with an button to force it to stick with the production methods it has now. That’d both reduce micromanagement and add verisimilitude.
 
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Wow this is so complex I love it. Is there any additional value that luxury clothes with elastic bring to POPs oppose to regular luxury clothes (except money)?
 
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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.


Bureaucrats will siphon off all the profits from said building and leave nothing for the state in command economies? That seems a bit excessive. Some amount of corruption is fine (maybe 10%-40% based on law enforcement efficiency) but the state not getting anything at all from state owned factories is a bit much.

Also, anything the Bureaucrats siphon off is by definition black money aka untaxed money so the state doesn't get that 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.
 
Imo, the aristocracy should be a more exclusive club, pops can't easily jump in and out of it, it's more than just money.
"Aristocrats" in Victoria are all gentry landowners, not just the nobility. It includes the plantation owners of the American South, for example, which was a status you absolutely could buy your way into. I think my favorite example is the Bunker twins who got the money to do via being in freak shows.
 
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Love this very much!

Though wondering, will the player always have to make changes or will the AI in case it is not owned by the government, decide to reinvest Their money into better production/saver methods? Also can you as the player just decide, this mine now uses Explosive mining, in a privatly owned Mine, which then is forced to be less provitable because lets just say the extra money the explosives cost is not reearned because their market access sucks. Will they just take your decisions/will there be a negative opinion impact on capaitalists for forcing them to do specific stuff or does the player decide? Lastly I was wondering if the AI does things on their own are there laws that mandate saver work enviroments for specific industries, so they are forced to use less profitable methods which are saver for workers?
 
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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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.
So just to clarify, wages in command economies are still set by supply/demand (with some small input from the player)? That would save on a lot of micromanagement.
 
Will military building production methods reflect changing production methods in weapon manufacture? Last dev diary we saw precussion cap and explosive shell production methods for ammunition factories. Will there be a difference in producing flint locks and smokeless powder bolt action rifles?
 
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