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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 don't think I particularly like borrowing this particular idea from Civilization 4. When I want to play as Italy, I want to play as Italy, not the Italian Mining Company Incorporated. When I want to play as company, I play as the East India Company.
 
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Really like this first iteration bringing competitive advantage and flavor to countries. Maybe the prosperity bonus shouldn't be binary, perhaps a half bonus at 50 would be cool to add as well (depending on how hard to get 100 prosperity is).

In the future I would like to see companies actively working to consolidate their power in a market in some form of competition with buyouts and horizontal and vertical monopolies. And some negatives that they bring (perhaps a russian vodka company at game start reducing expected SoL in lower strata but increasing mortality and alcohol consumption).
 
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What keeps tying company bonuses to prestige/rank from becoming a winmore mechanic? The economic snowball is already rolling fast, I feel greasing the slope is a bit overkill. It also seems like that will eventually conflict with any future system for multi-national companies.
 
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Buildings will become slower.. how much slower?

And would this be the right time to in that case ask for "economy of scale" also when building things? (Shouldn't it somehow be a bit faster to upgrade a mine from 39 to 40 than from 0 mines to 1? Or would an arms factory be a better example?)
 
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Overall love this! Especially if companies end up having their own agency and goals to pursue and will coerce the player into helping them or even try to fulfill them on their own.

Speaking of Agenda: could we get non-law IG agendas too? It would really make sense if a jingoist IG urges you to conquer land that would make sense to be yours or a free trade IG pushes you towards making a diplatic pact that reduces trade barriers and a an IG speaking on behalf of farm owners could demand that you fight against the low grain price etc.
 
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Companies are national-level entities that are established by a country

I love the concept but why this?
We already have this strange Building system and now we are basically in charge, as a country, of founding historical private companies?
Did you try to implement a system of dynamically forming private companies based on economic laws and have player interactions with these companies on a national and individual level?
For example decisions about taxes(exemptions), mergers, expansions, subventions and nationalization. And finally have a clean cut between private and national companies. With this companies could take a much more realistic approach and when grown to a certain size become a political factor and a way to influence a nation.
I know Laissez Faire is in the game already but not all states had this method most often or not it was dual system where both forms of company ownership existed.
 
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Cool, really looking forward to this.

"+1 Rural Folk Approval" .... would that company also have that buff if the Rural Folk are being exploited by that company? ;)
 
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It just seems so strange that I the player am deciding when to build companies. It pushes me from "Spirit of the Nation"(a concept which, to be quite honest with y'all, I'm already not super happy with) to "God." I feel like ideally companies would arise in countries with budding industries when capitalist pops accumulate enough wealth to form them(and thus through them, the rich would get richer), with some alternate methods of formation like capitalists joining together and pooling resources. And then maybe in the later game concepts like state run companies come about, or indeed states run by companies. But this system as displayed I feel is kind of misguided if it's just a way to achieve differentiation between countries' industries.
 
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plot twist, Martin’s Fish Tank Emporium is actually a weapon’s company.
Not much of a twist, the icons make it pretty clear that it's for fisheries and plane/tank factories?
 
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This sounds great overall but I have to say that I’m a bit concerned about flavoured companies having stronger prosperity bonuses than other companies. It feels like it could end up causing certain countries to have better industries than others for no actual reason. It would feel bad if German mining companies always are more efficient than Spanish ones no matter how much Spain invested in mining. Perhaps a possibility could be having multiple tiers of prosperity bonuses with flavoured companies starting at a higher tier? That would allow generic companies to become as good as flavoured ones with sufficient effort!
 
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Looks awesome! I can't wait to found Ford or Standard Oil.

Once you create a company, can it expand into other industries? US Steel was famous for owning iron and coal mines, as well as steel mills. Will we be able to do that kind of vertical ownership?
 
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It just seems so strange that I the player am deciding when to build companies. It pushes me from "Spirit of the Nation"(a concept which, to be quite honest with y'all, I'm already not super happy with) to "God." I feel like ideally companies would arise in countries with budding industries when capitalist pops accumulate enough wealth to form them(and thus through them, the rich would get richer), with some alternate methods of formation like capitalists joining together and pooling resources. And then maybe in the later game concepts like state run companies come about, or indeed states run by companies. But this system as displayed I feel is kind of misguided if it's just a way to achieve differentiation between countries' industries.
The simulation isn't deep enough for that, though. Just like how Vicky3 can't represent the geographical reasons for why the South grew cotton but it was the North that produced tons of cloth through factories. That level of simulation doesn't exist in the game. They'd have to radically restructure the core systems, including turn the game year vs real time speed to like 1/10 of speed 1, to enable a deep simulation and the CPU time to process that simulation. Although I'd argue that in the case of Vicky3 that would actually make sense.
 
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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'm particularly interested in the second bullet point above. How could interest groups and characters tie in to companies? Will we possibly see Tycoon characters that represent a specific industry in a game, and have their own political pull?

Say for example I'm the USA and I have the Carnegie Steel Company. Does this mean I may get Andrew Carnegie to appear in the game and become a steel Tycoon that "leads" my steel industry, or maybe become the leader of the Industrialist IG?

If so, does this mean each individual company could have their own characters leading them, and would different characters have different effects on the same industry if they were "leading" it? If not, how will characters tie in to the company system?
 
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Will companies like the United fruit Company make petitions like current interest groups for you to do a regime change or puppet foreign countries. Will you or the company be able to simulate foreign investments so they have a stake in said wanted countries. Will your companies be able to buy a country like the united fruit company tried to do to Guatemala.
 
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I hear this concern, but since the flavored Companies are historical, it'd just be weird to see "Rheinmetall" show up in Lanfang.
I think the idea here would be that any country can create a company identical to Rheinmetall in terms of the buildings it owns and bonuses it gives, but with a generic name for other countries. The creation of the company could be locked to certain requirements that Prussia starts the game with or is easy for Prussia to get, but other countries can theoretically meet those criteria as well. For example it could require the armed forces IG to exceed a certain clout and approval, or for the army to be a certain size or something. So any country can go hyper-militaristic like Prussia and then create Prussian-like companies, or if someone is playing a de-militarized peaceful Prussia they wouldn't be able to create Rheinmetall just because Prussia was historically militaristic and had such a company.
 
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Will companies remain active after switching to Council Republic, or will they be abolished?
We are looking into laws in general and how they affect Companies. For the first release of the open beta, they won't have a huge impact yet (so your companies will persist for now). But over the course of the beta up until release we want to adjust that.
 
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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.
But they will be in game eventually, right? ;) :D
 
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Will there be any new historical characters introduced in conjunction with the historical companies? Will we see a John Rockefeller or Cornelius Vanderbilt as Industrialist characters/IG leaders?
 
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