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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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Don't Academics get ownership shares in Art Academies, getting dividends from selling Fine Art?
You're right actually, though that's such an edge case I'm not sure it's worth throwing an investment modifier on them just for art academies.
 
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I do not understand the distribution of expenses. Will the wages of the used construction sector and the resources be paid from the investment pool if it is an autonomous investment?
 
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Do the private sector takes pop available in consideration ? When I'm France i don't really care, but when I'm Hawaï and only have 10K paysants available, I'm bit scare that pop build things I don't need when every man (and sadly child) count.
 
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Are the lag and fps drop issues introduced by 1.1 finally going to be addressed in 1.2?
Performance is for sure one of the top priorities of 1.2 and we have several programmers working on it.
 
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Do the private sector takes pop available in consideration ? When I'm France i don't really care, but when I'm Hawaï and only have 10K paysants available, I'm bit scare that pop build things I don't need when every man (and sadly child) count.
It should avoid building where there's no available labor, but in the specific example you cited they would probably view those 10k peasants as peasants they could be using to turn a profit instead of saying 'oh, I guess the state needs them all'.
 
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Is it possible to change the settings in-game, say if I really want to focus my economy for a bit before switching back to a privately managed investment pool, or is this just something you set prior to the game?

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).


Will this also lead to any rebalancing of state-owned economies in relation to private-driven economies? I doubt this would be popular, but it would be interesting if state economies had a kind of "investment pool" which worked differently than the capitalist one and operated with different priorities with the money taken directly from dividends, or from the bureaucrats and workers. Perhaps it focuses on reducing the price of industrial goods or increasing SoL instead of profit? But there are other ways command economies and council republics could be tweaked to balance them (like giving cooperatives and government-owned industries ways to capture more of the dividends for the state budget).

In any case, I like the change since it makes the difference ownership methods more meaningful. But I do think then there ought to be some changes to cooperatives and to state-owned economies.
 
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Is it possible to change the settings in-game, say if I really want to focus my economy for a bit before switching back to a privately managed investment pool, or is this just something you set prior to the game?

Will this also lead to any rebalancing of state-owned economies in relation to private-driven economies? I doubt this would be popular, but it would be interesting if state economies had a kind of "investment pool" which worked differently than the capitalist one and operated with different priorities with the money taken directly from dividends. Perhaps it focuses on reducing the price of industrial goods or increasing SoL instead of profit? But there are other ways command economies and council republics could be tweaked to balance them (like giving them a way to capture more of the dividends in the form of taxes etc).

In any case, I like the change since it makes the difference ownership methods more meaningful.
No, game rules cannot be changed over the course of a game (except by save-editing). You can always go Command Economy though if you don't want to deal with a private sector.
 
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This looks really cool. One question:
The ai calculates what to build based on profit, does this take into account pop class? Will for example Landowners mainly invest in farms in order to strengthen and preserve the power of the aristocracy or will they invest in the steel mill that's more profitable?
 
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I was trying to display a country numeric variable (local variable as opposed to global variable) in localization but it looks like there’s no function/scope for it. Can we please have this added in 1.2?? It would help me immensely!
 
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This has a lot of potential. With aristocrats being able to build buildings on their own, they will hopefully be able to grow their power base with farms and plantations and take longer to disempower than in the current patch.
 
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Cautiously really excited by this, and particularly delighted about the AI modifications that mean private investment will act more like market competition prioritising profit than just an extension of the nation-level strategic AI.

Do pops who contribute to the investment pool receive dividends/some return from their investment?

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.
This would make me very happy (because construction atm feels very gamey and I don't really see why it doesn't just act like the services industry does), but totally get that it's a secondary emphasis.
Pops invest based on dividends from ownership shares, so Academics wouldn't actually have any money to invest - which Pops do invest is generally based on who tends to have ownership shares.
Why is it only dividends which are re-invested? I'm not an economic historian, but I think that it's definitely within game scope that workers started putting part of their salary into investments, e.g. as the result of the introduction of National Insurance in the UK in 1911. I think it would be really cool if, as pops got richer, they maybe developed an "investment" need to maintain their SoL that would be satisfied by giving money to the investment pool (or something).

This is certainly out of scope, but having read the word "investment pool" so many times I can't help but wonder what the game would look like if there were multiple competing investment pools - somewhere between a fully autonomous capitalist-pop system and the current thing - or even, quelle horreur, give each IG an investment pool of their own to apportion...
 
This has a lot of potential. With aristocrats being able to build buildings on their own, they will hopefully be able to grow their power base with farms and plantations and take longer to disempower than in the current patch.
Isn't that they will build most profitable buildings like still mill so just spend money for capitalists jobs?
 
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Hey, thanks for the DD!

What are your thoughts on balancing around a game rule that has as much impact as this one?

I think it is fair to say that the speed and focus of an economic build-up will differ quite significantly between an AI-controlled investment pool and a player-controlled investment pool.
For example, players will be likely to realise that it can be advisable to just build 100 levels of opium straight for the massive amounts of additional investment pool contribution this can generate, whereas the AI would be (and with good reason) less likely to build the economy in such an extremely optimal fashion.

My concern here is that the dev team has to account for both this manual tryhard and a more AI-guided approach since the game rule allows for either.
Is balancing this even viable? Is this not quite likely to end with one or the other game rule setting leading to rather unbalanced economic (and with that political, technological, warfare, diplomatic etc) circumstances as only one setting gets focused in development?

All in all quite excited by these alterations, but I can't help but feel that the additional manpower/manhours for testing this game rule are likely to become an issue. I'd even say that I would have liked it if the game instead fully committed to this new investment pool approach even if not everybody were to be a fan of it.
That's like noting players who exploit the more passive AI settings and asking Paradox whether they'll account for people who play with passive AI settings and conquer the entire world in a couple of decades. There is a reason these settings exist (mainly because why wouldn't they let us have fun in our own way, even if it's not really balanced), and it seems like the game is mostly balanced for the default options.
 
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First off love it, truly do this is great! It's pretty much what I wished for when the building system was first explained.

Will the investment pool also build construction sectors if they belive its profitable, do they consider profitability for themselves (aka will the Investment pool build buildings taht dont hire them as pops?) and lastly how will seizing the means of prodcution work in thsi context? Will we need to build everything ouselves then or will there still be privatised building?
 
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I was wondering do pops invest their money based on solely profitability, or do they have their own agenda like increasing their political power? It would make internal politics more interesting IMO. Maybe the pops could use their investment money to spend on election.
 
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Isn't that they will build most profitable buildings like still mill so just spend money for capitalists jobs?
The post says
and prioritizes the creation of profitable buildings which will create lucrative jobs for the investing Pop types
So hopefully aristocrats will be investing in aristocrat owned buildings, rather than capitalist owned ones.
 
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Oh yeah, just remembered another thing - Have you considered player-side incentive creation for the autonomous investment pool?

"Build in this state for a 5% tax rebate on profits for this building for five years" etc
 
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