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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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I have a question about a specific couple production methods:

Will the first production method for steamers involve taking in clippers as inputs and "converting" them into stem ships (like in real life)?

Likewise, will the first automobiles be horseless carriages? Will artillery go from using iron or bronze as input to using steel as input?

And perhaps most importantly: will factories (as well as POPs) begin to use electricity?!

I am very excited for all of the potential use cases for production methods.
 
I have a question about a specific couple production methods:

Will the first production method for steamers involve taking in clippers as inputs and "converting" them into stem ships (like in real life)?

Likewise, will the first automobiles be horseless carriages? Will artillery go from using iron or bronze as input to using steel as input?

And perhaps most importantly: will factories (as well as POPs) begin to use electricity?!

I am very excited for all of the potential use cases for production methods.
Don't know the answer to the first questions but yes steel eventually replaces many iron inputs and electricity is used by factories later on :)
 
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And then of course there's the additional cost to moving product out of your market, which we'll talk about another time.
I think that transport costs are going to be a factor is one of the aspects I'm most intrigued and excited about. The idea of suddenly a huge influx of goods from the other side of the world with no costs associated with it was definitely a sour point about V2 for me.
 
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Don't know the answer to the first questions but yes steel eventually replaces many iron inputs and electricity is used by factories later on :)

What I'm imagining with that I like is delaying the transition from iron to steel if the overall supply of steel is not yet worth it. Could also see some advantages with building steel mills in areas with enough to demand to keep the production costs lowers through cheaper transport.
 
This DD is my meat and potatoes.
Happy_crying.gif

I'm so happy!
 
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At the moment we're erring on the side of restricting ownership quite strictly, not by government form specifically, but rather by your country's various economic laws. We want the economic laws to feel very distinct and have big impacts on the population, and if we were to permit most of them under all systems this impact wouldn't be felt as strongly. Of course these are balancing decisions and may change before release.
How free are different government types to choose different economic laws then?
 
I'm so happy!
I'm holding off on Interest Group interactions with each other and the government, economic recessions and social movements. That would really get me going. Free Silverites, Alcohol abolitionism, and monetary policy are better than whatever military simulation, map painting and pointless military equipment anyone thinks isn't pointless. Come @ me, Military History plebs.
 
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Oh, about the art for this diev diary, just as long as they don't have to eat un cooked polar bear meat, the expedition will probably be fine ;)
Polar bear meat is fine, not really any worse than any other raw mammal meat.

Just do not.

Under any circumstances.

Including "I am literally going to die of starvation if I don't".

Eat polar bear liver. (Or any other bear liver, really, but especially polar bear liver.)
 
So if "ownership" is a type of Production Method, does this mean that :

a) One will be able to switch ownership of all factories all at once, say, from Guilds to Capitalists, in a single click ?1

b) There will be no way for a building to change ownership based on market forces, i.e. newer, more efficient factories outcompeting and ultimately buying out old style workshops ?
 
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Polar bear meat is fine, not really any worse than any other raw mammal meat.

Just do not.

Under any circumstances.

Including "I am literally going to die of starvation if I don't".

Eat polar bear liver. (Or any other bear liver, really, but especially polar bear liver.)

There was a Swedish expedition to cross the north pole in a balloon in 1897. Bodies weren't found untill 30 years later. Most well known hypothesis for cause of death was Trichinella from raw polar bear meat, but it is less belived now days. Also, their diaries specifically state that they new about the dangers of polar bear liver and were avoiding eating it.
 
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This is fascinating, and represents by far the biggest paradigm shift for the game thus far. I hope it works put well and avoids no-brainerism like it's supposed to.

One thing I would hope for is for it to model the very frequent phenomenon that the market leading industry often has a harder time upgrading than a novel challenger (provided said challenger has the expertise and funds available). This had a lot to do with why Britain's overwhelming industrial advantage earlier in the period was challenged by modern, more efficient industries in places like Germany.
 
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I enjoy the idea a lot! Here are some concerns/suggestions though:
1. Production mode should be changeable only for government-owned buildings, while for privately-owned buildings, players (and AI) should be able to interact only indirectly (through tax, grants, subsidies, law, license, quota, etc.).
2. As for research, hopefully "let[ting] the state guide research and development of new technologies and ideas" means that academics would still do their research in various fields randomly, while the player (and AI) could only indirectly influence research speed in one or more specific fields (at the cost of the others) by offering research grants, scholarships (to study overseas) in one specific field, offering academic jobs for educated immigrants, or changing how universities operate (such as to technical schools, military academies, business schools, art colleges, etc.).
3. And also I'm afraid that the AI would not be able to enjoy these mechanics as much as human players do!

Anyway, kudo to the developers!
 
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Universities employ Academics that let the state guide research and development of new technologies and ideas.
So the clergy won't be solely responsible for R&D anymore, huh? That's encouraging to hear. Hopefully we can get some secular school teachers as well.
 
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Production mode should be changeable only for government-owned buildings, while for privately-owned buildings, players (and AI) should be able to interact only indirectly (through tax, grants, subsidies, law, license, quota, etc.).
Oh no, no. You're playing not as the government but as "the spirit of the nation", remember? There's no reason you shouldn't have to manually manage everything in your country.
 
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This had a lot to do with why Britain's overwhelming industrial advantage earlier in the period was challenged by modern, more efficient industries in places like Germany.
Germany didn't do well industrially because of some naïve, romanticized, liberal notion of "small start-up innovativeness", but because HRE's fragmentation forced German micro-states to be as self-reliant as possible, and seek whatever trivial advantage over their neighbors they could, so after unification, while no German city was as industrialized as London, any ten major cities were.

But the mechanic for Trusts using monopoly power to inflate prices should definitely exist.
 
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Oh no, no. You're playing not as the government but as "the spirit of the nation", remember? There's no reason you shouldn't have to manually manage everything in your country.
I see nothing wrong with including BOTH mechanics in the game. Maybe there should be an option at the game start to
A. Play as "the spirit of the nation"
B. Play as the government

The latter option has so much roleplay potential.
 
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