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Victoria 3 - Dev Diary #71 - Autonomous Investment in 1.2

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Hello and welcome to another Victoria 3 dev diary! Today’s diary marks the start of dev diaries about Patch 1.2, which is the next major upcoming patch for Victoria 3 (release date to be announced). As with 1.1, 1.2 will contain a slate of bug fixes, UX improvements, AI improvements and so on, but also some more significant changes to game mechanics, which we’re going to go over in these dev diaries.

The particular changes we’ll be talking about today, as alluded to by the title, is Autonomous Investment, which is something we said we were going to look into for our post-release plans back in Dev Diary #64. What we said back then is that while we are never going to take construction out of the hands of the player entirely, we were open to the idea of non-government entities constructing buildings in a way not directly controlled by the country, and what we came up with is a system where the Investment Pool will be used by private entities to construct different types of buildings depending on your economic laws.

Before going over how all this works, I first want to mention that we recognize that the community is somewhat split on the issue of autonomous construction, and as such, we’ve opted to create a new Game Rule for Autonomous Investment. By default, Autonomous Investment is enabled, which puts the Investment Pool out of the hands of the player, but you can choose to disable it, which puts the Investment Pool back in the player’s hands and makes it work exactly as it does in the current 1.1.2 version of the game.

The Investment Pool Game Rule allows you to enable or disable autonomous construction with Investment Pool funds, depending on your personal preference
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Regardless of whether Autonomous Investment is enabled, the Investment Pool works pretty much the same as it did before: Certain Pop Types with ownership shares in buildings pay part of their dividends into the Investment Pool, the funds in which can then be drawn on for construction. There are, however, a few key differences in 1.2 compared to 1.1.

Firstly, the types of Pops that invest have been expanded from just Aristocrats and Capitalists to also include Farmers and Shopkeepers. Capitalists invest the highest percentage of their dividends (20%), followed by Aristocrats at 10%, with Farmers and Shopkeepers investing only 5% each. The rationale here is that it wasn’t only the wealthiest in society who invested in new businesses, and this also allows a small degree of investment under laws which strip ownership away from the Capitalists and Aristocrats (but more on that next week).

Secondly, the proportion of dividends that are paid into the Investment Pool varies in 1.1 based on your laws, which can have some pretty bizarre effects, such as switching to Laissez-Faire suddenly creating a bunch of Capitalist Radicals because they are now investing more money and thus end with a drop in their Wealth. The proportion of funds that are invested is now a fixed percentage based on pop type, which is then subjected to an efficiency bonus: Capitalists always invest 20% of their dividends, for example, but under Laissez-Faire, this investment is more efficient and ends up contributing more money to the Investment Pool.

There is also a general investment efficiency bonus for payments into the Investment Pool in small and mid-sized economies, and a penalty in very large ones, to ensure the Investment Pool is also relevant for mid-sized countries while not growing to such absurd proportions that it cannot possibly be spent in a 10 billion GDP country. These efficiency bonuses are meant to abstract a system of foreign investment, which is something we’ve also mentioned is on our radar in Dev Diary #64 but is a bigger rework that we are not tackling yet in patch 1.2.

Agrarianism gives a hefty bonus to the investments of your Farmers and Aristocrats, but reduces investments from Capitalists and greatly limits the types of buildings they can put their money into.
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So how then, does the Investment Pool funds get turned into buildings when Autonomous Investment is enabled? Well, autonomously, of course! With Autonomous Investment, the Construction Queue is split into Private and Government Constructions, with Government Constructions being anything (regardless of whether it’s a Government building or not) ordered to be built or auto-expanded by the player or country-level AI, while a Private Construction is anything the Pops themselves are building. The Construction capacity of the country will be split between the Private and Government queues in a proportion based on your economic law, though if there isn’t enough constructions queued of one type to use its full allocation, the excess can be used by the other queue instead.

In the construction screen, you’ll be able to see what the next planned Private Construction will be, along with its current funding level. The funding level is a calculated value based on both the total funds available in the Investment Pool as well as the weekly funds coming into it, and can fluctuate based on the Market price of Goods used in construction. Once a project is funded and ready, it’ll be added to the private Construction Queue the next tick. Private Constructions, unlike Government ones, cannot be reprioritized or canceled - they will always be built in the order they are queued up by the Pops.

Though the Government is currently building nothing in France, there are several private constructions in progress, and plans for the expansion of the Alsace-Lorraine iron mines. Note that this UI is highly WIP!
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Pop-ordered constructions use a variant of the standard construction AI which doesn’t take into account the country-level AI’s strategic objectives and prioritizes the creation of profitable buildings which will create lucrative jobs for the investing Pop types, but they will also take some more ‘strategic’ factors into account, such as building railroads in low-infrastructure states. Just as with the country-level AI, they also have access to the system of Spending Variables described in Dev Diary #59, which means that they do not operate on a snapshot of the current Market but understand factors such as the impact that already queued buildings (private and government-ordered both) will have on prices once completed and staffed.

Since Autonomous Investment does not only affect player countries, you might be wondering how well this system works together with the AI? The answer is that it actually works quite well! Together with a bunch of AI improvements and fixes in 1.2, this has resulted in more stable economic growth for AI countries and especially seems to have given Great Britain a boost, as the private sector doing its own thing means that the economy is usually growing even if the country’s treasury is having issues, at least as long as the Pops investing into private-sector growth are making healthy profits. There’s still some issues, particularly when AI runs out of available workforce late game, that we are hoping to tackle before 1.2 releases to further improve the AI’s economic growth.

Screenshot from a hands-off game taken in 1908. While there’s certainly still room for improvement and some countries like France and Prussia have underperformed due to wars and turmoil (and Austria continues to overperform compared to history), it’s definitely looking better than in 1.1.2.
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That’s it for today! Join us again next week as we go over more changes to the economy in 1.2, with a particular focus on Economic Laws and the introduction of Government Shares in buildings.
 
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Autobuilding of Railways based on infra instead of profit is going to be a godsend for playing larger countries. Will this be implemented for regular auto-expand too?
 
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Autobuilding of Railways based on infra instead of profit is going to be a godsend for playing larger countries. Will this be implemented for regular auto-expand too?
Not currently but should be easy enough to do.
 
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This seems like an interesting change. However, one thing I want to note is that in the current build is that very important industries that aren't yet present in the market (such as tools and steel) are shown to the players as losses before they're built. Are there changes in the building AI that can accommodate this, or would the player still have to kickstart those industries manually?
 
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Wizzington it's very nice to see you answering on dd (and general forum), it makes us (or at least me) see that the community is heard, I hope it will continue
 
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Looks really cool, the manual building was fun in some situation but overwhelming in others (late game, large countries).
So hopefully this will provide some much needed relief on that front.

As a modder,is it possible to restrict what the player is allowed to build and can we manually add to remove from the investment pool in the code?
 
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So when pops start building factories, will it boost their IG clout?

It looks like the answer to this will be 'sort of'.

Based on what the devs have said and how the game currently works:

If Aristocrats build farms, then there will be more farms, and more (or at least richer!) Aristocrats, so the total clout of Aristocrats will be increased - favouring Landowners. But also the farms will have Farmers and Labourers not just Peasants, and those people may have votes, and so on...

If Capitalists build mines and factories, there will be more Capitalists, so the total clout of Capitalists will be increased - favouring Industrialists. But also there will be Machinists and Engineers and Labourers who will be attracted to probably the Trade Unions.

Unless there's some "POP contributions affect interest group attraction" mechanic in there as well. Which would be possible cool?
 
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Will turning off the POP construction queue in the game rules affect just the player or the player and the AI?

I hope it only affects the player, so that we can continue to balance the AI using a consistent set of constraints.
 
Does AI build new buildings or only expand existing ones?
Does it build new buildings if we already have them in different states?
Does it see what are we building so they don't build axact same thing?
 
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hi, important question here. you have said that the AI will try to invest in profitable industries. but do they actually succeed at that? the last two games i have played, the AI does not even build gold mines. i have -2 faith that the AI knows what is and isnt profitable.

second question: is the lessai faire law going to allow farmers to invest in farms? or is agriculture still not investable for some reason?

i have heard from several people that one of the Major issues with endgame lag is the build icons. is there an intention to fix that or allow the feature to be shut off?
 
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Are we ever going to get cement and housing items? Right now construction sector has a finite meaning. When you're done with industrialising it no longer has a use. There should be some "maintaining the current stuff" construction costs.
 
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This seems like an interesting change. However, one thing I want to note is that in the current build is that very important industries that aren't yet present in the market (such as tools and steel) are shown to the players as losses before they're built. Are there changes in the building AI that can accommodate this, or would the player still have to kickstart those industries manually?
They show up as 0 because there's no demand, right? So it'd be up to the player to change around PMs/create trade routes to generate demand and thus, private investment.
 
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Cool changes! I also like that other things I am really missing currently (private construction sectors, real foreign investment, ownership without direct employment via something like stocks) are on your radar for patches in the, hopefully near, future.
 
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Something something squeaky gear something something
 
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They show up as 0 because there's no demand, right? So it'd be up to the player to change around PMs/create trade routes to generate demand and thus, private investment.
How does this work with AI countries currently? I assume that they have a way of getting over the initial bumps for things such as tools, steel, and explosives, that ignores current profitability, because otherwise you end up in a situation where there's no demand and no way to get demand (because it would result in a profitability loss in the short term), so the AI just doesn't build tools/steel and so on, and never industrialises.
 
I do like this system. One thing that's always bugged me is that because I'm generally focusing on industrialization, I rarely get around to expanding food production. This results in me getting to 1870 as the USA with barely any more farms than I started with. It seems like the AI would be likely to expand farming on its own while I focus on getting new industries going.
 
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At the moment there is no private construction industries, it's something we're looking into but it's fairly tricky to implement (would likely require turning construction into an actual good and subjecting it to market forces, which is a *major* revamp with severe implications) and so isn't coming for 1.2 at least.
Please do this!
 
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Have you considered adding modifiers to throughput decrees so they increase the likelyhood of private invesment in specific state & industry?
 
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