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Victoria 3 - Dev Diary #92 - Companies

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Hello and welcome back to a new round of Victoria 3 dev diaries! Today we’re going to be talking about Companies, a new free feature being added in the 1.5 update, which will be available to test and feedback on in the first version of the 1.5 open beta.

As we have previously mentioned, one of our major focuses for the 1.5 update is to improve the replayability and challenge in the core economic gameplay loop, and the main purpose of the Companies feature is to do just that by encouraging countries to specialize in certain industries and develop competitive advantages against other nations. Companies are also intended to add more flavor and differences in gameplay between different nations, as well as giving players more of a reason to care about prestige and their position in global national rankings.

Before I go into the nitty-gritty, I should mention that this dev diary is going to be focused mainly on the Companies feature in the form that will be available in the first open beta release, with a fairly narrow focus on achieving the above design goals for economic specialization, flavor and prestige. However, Companies is a feature that we consider to have near limitless potential for expanding on and hooking into more parts of the game, so I’ll wrap up the dev diary by mentioning some of the ideas we have for building on this feature in the future. Also, please note that this is very much a feature under development, so expect placeholder/WIP art, names, numbers and interfaces!

But enough preamble, let’s get into the details. Companies are national-level entities that are established by a country, with each country being able to support a certain number of companies based on factors such as technology and laws. The vast majority of countries will not start with the ability to support any companies, but will need to reach a certain level of society tech before their first company becomes available.

Each Company is associated with a certain set of building types, for example a Company specializing in metal mines might be associated with Iron Mines and Lead Mines, while a more agriculturally inclined company might instead be associated with certain types of plantations and/or farms.

To establish a company, you need to have the technology and resource potential to construct at least one of their associated building types - it’s currently possible to establish companies without having any of their associated buildings built, though this is something we will be actively looking for feedback from the open beta on how it feels, as it’s something of an immersion versus gameplay question. Flavored companies (more on those below) have other more specific requirements to be established in addition to these basic requirements.

A selection of potential candidates for Sweden’s first company: Combine of Fisheries and the United Forestry Conglomerate are immediately available, while the buildings of Wine & Fruit Inc are… not so suitable to the Swedish climate and hence will only be available if Sweden acquires some warmer lands with potential for those resources.
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Once established, a Company will have effects on all buildings of their associated building type in their parent country. These effects are twofold: They increase the throughput of the buildings, as well as the construction efficiency when constructing new levels of the associated building types. The degree by which companies boost their associated buildings is partially scaled based on the Prestige ranking of their parent nation, with the 3rd-ranked nation gaining a larger boost than the 4th-ranked nation and so on. While somewhat abstracted, this is meant to represent competitive benefits the company enjoys from the international status of their home country. The purpose of this effect as a game mechanic is to give players a direct economic reason to care about their overall prestige ranking versus other nations.

It’s also worth noting that in conjunction with this change, we have increased the base construction cost of all buildings and, through the change to local pricing, somewhat lowered the base economic efficiency of most buildings. The overall intent is that the baseline economy should be less efficient, with companies allowing countries to make up the difference in select areas, providing the incentive for specialization and competitive advantages mentioned above. However, one exception to this is that base construction production was increased from 5 to 10 to ensure the baseline slowdown of construction did not make small nations entirely unviable to play.

While the majority of the construction efficiency increase from companies does not depend on your prestige ranking, Sweden’s relatively high placement on the global scoreboard does give its companies an additional edge.
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Established Companies also have Productivity and Prosperity ratings. Productivity is simply the average Productivity (yearly average earnings per employee) of all its associated building levels. This is compared against the global average Productivity of all companies in the world, with companies that are doing better than average gaining Prosperity over time, and companies below a certain threshold (which is lower than the threshold for gaining Prosperity) losing it instead.

If a Company reaches 100 Prosperity, its Prosperity modifier will activate, granting a company-specific bonus to its parent nation. This is intended to add an additional dimension to the selection of companies - do you simply want to focus on whatever resources are going to be most profitable for your nation, or aim to build up a specific industry for the bonuses it can give you? As an example, a player that is planning to play a particularly aggressive campaign may want to focus on building up an arms-industry related Company for the military advantages it can grant.

The Agricultural Development Society is doing well enough compared to other companies that its Prosperity is increasing, which will please the Rural Folk once Prosperity hits 100.
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As we hinted at earlier in the dev diary, Companies come in two varieties: Standard and Flavored. Standard Companies are ones that are available to all nations unless replaced by a Flavored Company, while Flavored Companies tend to be restricted to a certain culture and/or geographical region. For example, a North German nation that owns certain parts of the Rhineland will have certain historical German companies available to them.

Flavored companies are mostly historical (but not always, as sometimes we have to go a bit alt-history), with a set of building types based around their real-life historical business focuses, and tend to have stronger or more interesting prosperity bonuses than the standard companies. Flavored companies may sometimes replace very similar Standard companies, but this is the exception rather than the rule, most Flavored companies do not replace Standard companies.

Alright, that’s the general gist of what Companies will look like when you first get your hands on it in the 1.5 open beta. As I mentioned at the beginning though, there is a lot of places we envision taking this feature in the future, so here are a few examples of that, though you definitely shouldn’t expect all of this be in scope for the 1.5 update:
  • Having companies ‘level up’ beyond just a single prosperity bonus, possibly in a way that ties into diplomacy/rank and replaces the current company bonuses from prestige
  • Having pops, specific buildings in specific states, Interest Groups, and/or characters more directly associated with Companies instead of them just being a national-level entity
  • Companies having political and/or geopolitical ambitions (for example, a certain fruit-company might wish to create some, ahem, fruit-focused republics)
  • Multinational companies that aren’t limited to a single country

I’ll sign off by leaving you a bonus screenshot of the first companies added to the game in the earliest iteration of the feature. Sadly, neither Björnmetall nor Martin’s Fish Tank Emporium will be available in the 1.5 version of the game.
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That’s all for today! Join us again next week as we go over what other additions changes you can expect to be coming in the 1.5 open beta, with a particular focus on the military. See you then!
 
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I think you need to have a risk element to Companies, as well as the upsides, else it's surely a no-brainer to form a company when possible.
I think that to achieve the goals of the current implementation, i.e specialization of economies, it is intended that you form a company when possible. The question is which company, which specialization.

A different thing is how companies could be expanded beyond 1.5. And I hope they expand them to be much more than something to specialize your economy. But that will take time obviously. They are just adding this feature brand new here. I wouldn’t mind a DLC focused in companies and financial markets.
 
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Out of curiosity in future is there any plans to allow the player to play lets say for example a "certain fruit-company might wish to create some, ahem, fruit-focused republics"?
 
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As a tiny startup CEO & V3 player, i have to ask: maybe the word 'company' is not a good choice?

Once established, a Company will have effects on all buildings of their associated building type in their parent country.
this is not a company, 'effects on all buildings' is impossible for a newly found company.

maybe the word 'brand' or ‘industrial complex’ could be better.
and change the button‘establish’ to '(nation)support'.


Or just like the CONSTRUCTION,use the words ‘state owned enterprise ’
 
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Multinational companies would be awesome for immersion purposes, they could add some great flavour. The Rio Tinto Company and De Beers are two major examples too of multinational companies that arised during the time period.
 
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Will the East India Company and VOC appear as mega-companies in the East India Company and VOC(Even the princely states too)?
It would be cool if they controlled huge aspects of the nation and gave large buffs and debuffs.

Edit: If the devs were to go down this path they would probably have to include it in the spheres of influence dlc as they would most likely have to be a new subject type.
Also yes i forgot that the VOC didn't exist.
Also Also it would be cool if the Panama and Suez canals had their own companies like they did historically.
 
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Will the East India Company and VOC appear as mega-companies in the East India Company and VOC(Even the princely states too)?
It would be cool if they controlled huge aspects of the nation and gave large buffs and debuffs.
My hope is, that down the line they will allow for corporation states. States where one corporation grew SO powerful they took over the nation.
If they go down that then your wish might come true
 
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Will the East India Company and VOC appear as mega-companies in the East India Company and VOC(Even the princely states too)?
It would be cool if they controlled huge aspects of the nation and gave large buffs and debuffs.
VOC didn't exist anymore at the game's start, the Dutch East Indies belonged to the Dutch state by then.
 
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The way this mechanic is described here, I would say it belongs in EU4, not the game your vision diary described. Please don't let modifier stacking into this game, too.
 
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Apologies if this has already been asked.

Several playable countries in Victoria 3 are already companies, namely East India Company and Hudson Bay Company. Will there be any unique points of interaction here? Will they be both nations but also Companies owned by Britain? Or will they own themselves?
 
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As a tiny startup CEO & V3 player, i have to ask: maybe the word 'company' is not a good choice?


this is not a company, 'effects on all buildings' is impossible for a newly found company.

maybe the word 'brand' or ‘industrial complex’ could be better.
and change the button‘establish’ to '(nation)support'.


Or just like the CONSTRUCTION,use the words ‘state owned enterprise ’
Agreed. In fact, if they didn’t plan to expand on the companies concept in the future, the current implementation would be national industrial policies, not companies.

 
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Sorry, this is a pointless gimmick that is absolutely not what the Devs should be focussing on. This game still has massive balancing issues, bugs and mechanics that don't work as intended. I realise there may be different teams working on these things, but if you want to add more content, then add more resources or industries, more depth to warfare and diplomacy, governments and laws.
 
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Sorry, this is a pointless gimmick that is absolutely not what the Devs should be focussing on. This game still has massive balancing issues, bugs and mechanics that don't work as intended. I realise there may be different teams working on these things, but if you want to add more content, then add more resources or industries, more depth to warfare and diplomacy, governments and laws.
I think that if they dropped the fully fleshed out, detail, integrated version of this mechanic it would be a great addition to the game and get mostly praise. It is of course relevant that this is in a beta patch as the diary says. But I think the problem is that even as a beta patch mechanic, the optics of it being so unformed and simple are a problem for the devs. Especially since as you said many people are highly dissatisfied with core parts of the game that this doesn't address much. Also there's a trust issue where the userbase has to believe that this mechanic will not be quitely dropped from development down the road and sit as an EU4 style modifier progress bar forever.
 
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Little curious about
  • The relationship between companies and states' legal status. Presumably, the relationship Sweden would have to this hypothetical fruit company (which would, most likely, be mostly or entirely harvesting the goods of unincorporated states) would be very different to the one Greece would have with its company (where the fruit are being grown by actual Greeks). Do the effects of a company shift depending on the legal status of a state and the laws in effect depending on that state?
  • What are the effects this would have on clout, ownership PMs, and other back-end pop effects? You don't really talk so much about that but if one company is supposedly owning both fisheries and logging camps, then it starts to get a little odd that they could have distinct ownerships. Does it tie the listed industries together in any way, such that they share ownership PMs, or even rework ownership so that the very same pops end up in control of both?
  • Is there no way for a company to spread its tendrils into other countries? At the very least, why are companies not a market level entity, instead of a national one, when joining another market is essentially an acknowledgement of economic subjugation? Things like the Anglo-Persian Oil Company or the United Fruit Company, as described, would have to be locally run, not created by the market leader.
  • Will it be possible to have companies auto-run themselves (and their industries)? It'd be neat if they each had control of their industries, handling PMs for you to maximize their profit.
 
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I realise there may be different teams working on these things, but if you want to add more content, then add more resources or industries, more depth to warfare and diplomacy, governments and laws.
tbh I think adding more resources or industries without adding more complexity to your interaction with those wouldn't be particularly inspiring either. I'm not bedazzled by the idea of going from having four types of mines to five with no other change.

The economics in the game would need a lot of effort to improve whereas there is more low-hanging fruit elsewhere in those latter groups. But I would imagine this is not the same team as who is doing that.
 
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tbh I think adding more resources or industries without adding more complexity to your interaction with those wouldn't be particularly inspiring either. I'm not bedazzled by the idea of going from having four types of mines to five with no other change.

The economics in the game would need a lot of effort to improve whereas there is more low-hanging fruit elsewhere in those latter groups. But I would imagine this is not the same team as who is doing that.

it's a good time now before the winter, to completely upgrade mechanics that people missed from vic2 before winter, in case stockpiling, balancing also done nice will be total different game to play, don't forget to further improve the politics system/ sphere of influence and its explanation as i didn't seem to find it that best as it could be.
 
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stockpiling,
What do you want from stockpiling-of-goods, and why would it make the game better?

Note 1: I have no residual fondness for Vicky 2's implementation of the concept myself, so I don't know the answer to either question.

Note 2: To pre-empt one obvious potential answer, "It would be more realistic" is not, of itself, a substantive answer to the second half.
 
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Stockpiling has multiple benefits; when important industry is next to a border region you can stockpile to prevent shortages in case in a war its taken, atm some people incl. me would like to see similar division attrition and equipment working of hoi4, a small nation can now prepare for war and outlast a foe who doesn't has that much,
besides this the game would become perfect as shipping and transport is more measured in tonnes this way , also existence of natural harbours and natural values of trade of transport that area already there (is atm a bit implemented with basic farming building forgot name). Also food shortages could be fend of. Of course a smal distinguisable ability could be made between perishable goods like low/mid/long how long they can be conserved. In the end the devs decide the course, if their opinion is that this kind of direction is a 'niche' wish/suggestion direction ok. for me the game currently is deinstalled and only raked not more than 40 hours.
 
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