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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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I remain skeptical, but I’m interested in how it works in practice.
 
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So does the government have to pay for the construction workforce and build construction offices for both queues? Does the new system create a good incentive loop for centralizing your economy by moving ownership to capitalists who invest more? Does publicly traded now fit into this loop and increase efficency of investment instead of just making capitalists poorer and invest less? Could construction be tied to urbanization somehow to add a better sense of growth at the national and regional level? Will government run workmodes now collect more dividend taxes on those building's profits or will it have buraucrats make these decisions for "private" construction? And does this help resources get developed in small nations better?
 
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Please do this!
Defintely agree they should make private construction, and make construction a good so that you can have construction at different throughputs in different regions for more rational growth. Frontiers grow more slowly and need to urbanize before they can grow as fast.
 
Great news!

There’s still no automation on how the factories are run, is there? Managing their own production methods? The player still has to control that one by hand?

Also, is auto expand toggled on these pop-built factories by default? Or I have to toggle that by hand as well?

If both these things are absent, then this is not progress in terms of automation, it’s just a minor flavour item that won’t help with the hellish micro :/

It might actually worsen micro because now factories are going to get built without my knowledge, in places not of my choosing - but I still have to manually manage them?! :/

If you’re introducing automation, at least make it comprehensive
 
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Will pops prioritize investment in their own accepted cultures/religions? Would they invest in unaccepted/discriminated cultures at all or is the chance of doing so reduced?

Will inflation (minting policy) and government issued bonds be added to the game eventually? Also, would it be possible to add interest groups for minorities (cultural/religious)?
 
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Let's see. I hope these changes improve the game.

I hate the "click a button and change your whole economy" thing. I know it is abstracting laws, taxes, and subsidies for different industry types...but I wish this was more organic and realistic.
 
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It's nice getting back this Vic2 vibes. It speaks very well of you as devs that you've listen to the community.

The only thing I'm still worried about is... will production methods in private buildings be handled by the AI too? I hope so.

And in the future a private autonomous building construction sector would be desirable. But let's go step by step I guess.
 
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There’s still no automation on how the factories are run, is there? Managing their own production methods? The player still has to control that one by hand?

Also, is auto expand toggled on these pop-built factories by default? Or I have to toggle that by hand as well?

If both these things are absent, then this is not progress in terms of automation, it’s just a minor flavour item that won’t help with the hellish micro :/
It's much more than just automation.
However, I do agree that manual PM management for industries built from investment pool shouldn't exist. But for entirely different reasons: it shouldn't be too easy to steal what pops have (and they paid their money for those buildings, they're theirs). And right now it is too simple, done with a simple click of a button (say, "make this railroad government-run").
 
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However showcased implementation raises a lot of concerns for me - especially this 50-50 split
An underrated idea in this very convoluted message.

A slider telling the game to only use N% of the maximum allowed government construction capacity, and leave all excess capacity to the investment pool projects, would be a convenient feature to have budget balance much more controllable and smooth.
 
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there is still too little agency on it
I wholeheartedly believe that in an economy GSG, player agency should mainly be applied to policies, incentives and disincentives for uncontrolled agents to pursue their interests in various ways.

This should be greatly expanded, true.
 
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