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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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Loving the new changes, can't wait for version 1.2.
On an unrelated note, I have a little detail about institutions I think would be nice to improve. IDK if its been said before but I thought I'd voice my opinion.
Currently, lets say, if the Armed Forces control the government, you can pass the colonization institution and improve it however you like.
However, if lets say the Rural Folk take control of the government later, you can still increase the colonization institution all you want, even though the current government is anti-colonization. There should be something that limits or even stops you from increasing institutions the ruling government doesn't like.
Sorry for the random post, great work on this update! Making Queen Victoria proud.
 
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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).

I like that now also Farmers and Shopkeepers invest their dividends due to ownership but I think also the remaining pops that share some ownership (Clergymen, Machinists and Laborers) should get a minor investment pool contribution, 5% like the former.

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.​

I suppose Government Shares will replace the Bureaucrats Ownership Shares that never made much sense. I already like this teaser.
 
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Yes. We try to avoid creating/destroying money as much as possible but in cases like this the alternative is worse. The long term goal is to find a place for all such wealth to go/come from, like Tax Waste going to some sort of corruption system or similar.
In a way, this efficiency bonus simulates effects of banking sector, which creates money out of investments and credits issued to capitalists. I do think that building a whole banking system for individual pops will be too unwieldy, but the investment pool is already halfway there. If ideas about government bonds/shares get implemented into it too, then the investment pool can start representing the national financial markets, including flows from other nations!
 
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Its nice that Capitalists will always send 20% of their shares - not up to 70% (LF + powerful and loyal industrialists).
Shares -> investment fund efficiency sounds similar to state construction efficiency - that is 100 pounds of ownership shares may end up as 70 or 150 construction points towards building depending on stuff.
Effectively you have two wealth conversion points instead of one.
Capitalists under Agrarianism in Nepal will burn very inefficiently, while capitalists under LF in New York with huge construction sector in here will convert their shares to building very effectively.
 
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Does that mean the GDP numbers in the screenshot from the DD are allready in Value added GDP and not the current variant?
If so then the improved AI is noticable.
Oh that would be an AI way way better then, maybe even competitive to players
 
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Is the concept of Dividends currently obvious in any way? Where do we check how much which pop is making from which facility?
If you go in the revenue of a building tab (the green number at the right of the Treasury) you see where profits goes, and where dividents do
 
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So, what about, you know, foreign investments? Can rich Americans, British or French invest in some Asian or Latin Americans companies? Can there be capitalists so rich from that that they can rival GDP of some states with a system like that?
 
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I've always agreed that more options are better than less. Thanks.
 
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Is it possible to model investors' ownership with the current pop mechanics? Investment now does not generate revenues for who contributes to the pool, which does not make any sense.
 
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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.

Yes in both cases, if there's unused capacity on one type the other gets to use it.
I look forward to adding private construction industry. Especially if the game is to be added to the housing mechanism, private construction industry is a must
 
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Honestly if we were to do something like that it would probably need to be something more akin to Pops buying private stock or investing in treasury bonds - an Academic working as a university isn't likely to just go over to the local factory owner and go 'here's my life savings, build yourself something nice' ;)
Stocks could be a luxury good available at a certain SoL to sink some money? That's what stocks are there for :D. Could even add a high risk gamble version that also satisfies intoxication needs called "crypto-pound". No wait: "VICoin".
 
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Yes. We try to avoid creating/destroying money as much as possible but in cases like this the alternative is worse. The long term goal is to find a place for all such wealth to go/come from, like Tax Waste going to some sort of corruption system or similar.
An alternative, actually similar to the mechanics in Victoria 2, is to make private construction require less materials than government construction. The more liberal your economic laws are, the less private construction consume and the more government construction consume, symbolizing that these materials are wasted due to inefficiency and corruption
 
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Are population overflows fixed in 1.2?
Someone has 50B GDP and 2B people

I wonder how private investors would cope with 100 states and 10 000 points construction sector as you run out of rural buildings.
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Screenshot from Reddit - it seems like its tooltip overflow.
If workplace hired more then 30M workers, or singular pop has more than 2.1B people, then you would get more severe type of owerflow.
 
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Okay, we got that AINV will help player to automate constraction. But what about Planned Economy? There would not be shares. And we all remember what happened with Victoria II when it comes to planned economy - people abandoned games because manual construction was abysmal.
Will automated investment be still here as abstraction or what?
 
Will we be able to set states to allow/deny AI construction of particular buildings? For example if I want to prevent AI building a tool factory in State A but allow it in State B, is this going to be possible?

A list of check boxes when you click on a state could be provided to do this. Lets us keep a lid on any poor AI behaviour whilst not having to manually build stuff ourselves.

For the RPers out there you could consider this as the government providing or denying licences for businesses to set up in certain areas.
 
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What I would like to see instead or even better additionally to the game rule that turns this off and on would be an ability to turn it off and on in game. For example have a law that can always easily be passed that turns private investments off/on. I feel that very often when you start out you want to be in full control to develop your economy in an ideal way but later on it gets tedious to manage it all manually and then it would be nice to be a ble to activate the ai taking over the investment pool.
 
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Great that you guys created a rule for that so everyone can be satisfied by the way they think the game should be played, but not why make it so that government buildings or buildings whose PM ownership are not government tun can only be funded by the private pool in a laissez-faire system (making it like there’s no government subsidies or incentives to private enterprises)?

Edit: but still controlled by the player where it will be built and when.
 
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Sounds good, and worked similarly in victoria 2 aswell! Fix combat asap pls, and make war worth fighting, otherwise the small multiplayer we have will die out.
 
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