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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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Additionally, Can companies be broken up?
Yes, in the first release it is actually way too easy to do so. That is NOT the intention going forward. You should be able to get rid of a company, but only under certain circumstances or with pretty big penalties. How they will look like I cannot tell you right now as we need to invest more time into designing these.
Do companies influence IGs at all? ie will trade unions look for breaking up monopolies suppresses wages, industrialists looking for government support of their companies etc.
Not at this point. Maybe in the future.
 
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Will the companies have leader characters similar to how there are politicians and agitators? Maybe they can be called Tycoons or Magnates (depending on the industry). These captains of industry could become politicians if they become too influential. They could also give you research bonuses and use their wealth to bribe IGs/Parties into favoring their policies.
 
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Another thing i wonder why are the Conpany Bonus effects so static and eu4 like? At 100 Prosperity *boom* you get a Bonus. Drop a tiny bit below and its gone. Couldnt it slowly scale up depending on current prosperity level?

I find this already unsuited for the IG effects. Cross magical approval Level and gain a Bonus/Malus instead of the effect scaling on the current approval Level. Same for clout. Cross a magic clout treshhold and the effects double, instead of them being more dynamically dependent on the clout level.

I expected vicky to be more of a simulation rather than the eu4 boardgame mechanics. Avoiding such on/off modifiers where possible would be nice.
 
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You state that Flavored Companies tend to be restricted to a certain culture and/or geographical region. I am assuming that Rheinmetall is regionally restricted. Can you give an example of what you would call a culturally restricted company?
The "Egyptian National Railways" is a historic company which would be culturally restricted. But since it's more of a country-wide administration kind of thing, we're likely not going to add a specific state that you need to own to found that one for example, whereas Rheinmetall will require you to own (well you guessed it) the Rheinland.
 
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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.
We'll need to keep an eye on how that feels. It's a great opportunity for something to adjust during open beta based on player feedback.
 
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Uuuh that sounds interesting.
I like the ideas so far.
Wonder if a very big, very prosperous Company would be able to control the nation.
End Goal.
For Some reason United Lumbers of Sweden take over Sweden completely and turn it into a coproration state.
 
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However, much like we did with Monuments, it's very possible for us to add. game rule that makes all Companies available to everyone, or remove all flavored Companies.
To be precise, what we need is a rule for default bonuses for flavoured companies instead of unique ones. The names don't harm anyone.
 
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A general note on historic/flavored companies:
They won't be in the first release of the Open Beta. That is because we're planning to add quite a large number of them and it will simply take more time to get them in.
We're hoping to get them in for the first update during Open Beta, so probably sometime in September.
We'll keep you up-to-date on it of course.
 
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A general note on historic/flavored companies:
They won't be in the first release of the Open Beta. That is because we're planning to add quite a large number of them and it will simply take more time to get them in.
We're hoping to get them in for the first update during Open Beta, so probably sometime in September.
We'll keep you up-to-date on it of course.
Don't forget to check if you don't get into legal trouble if you add companies that still exist. :oops:
 
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Yes. Longer-term we intend on making Companies in the same "field" operate differently under different economic systems, so you can only have 1 per field in a Command Economy, there's diminishing returns for "stacking" them under Intervention, and there's less diminishing returns under Laissez-Faire, for example.
Maybe companies could be used to automate construction in command economies. The player could assign a budget to companies that they would use to expand their related industries. This way we could decide what is built without having to manually built every single building.
 
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Now POPs are populated with people from your nation and defined by culture, religion, state of residence, profession, and workplace.

I assume you want companies to reduce the number of people in the capitalists pops of certain culture, religion and state of residence to simulate the concentration of capital.

As it is now, each building wants some professions that will increase the number of people in ownership pops (merchant guilds, capitalists, clerks or workers). So having big companies will reduce these pops size in population, increasing their share of benefits. Your nation will have the same share of profits if you do not tax them a flat tax but you will have reduced demand as less people becoming richer will not increase demand the same as more people becoming rich.

Probably companies could add a modifier to ownership PM group numbers:

View attachment 1011877
After reading the posts in the Thread, why not companies becoming linked to a new type of POP: culture, religion and state of residence that of the owner or family owning the company.

I know that this first step companies do not own buildings, but in the future they could be represented by this POP.

This way, the buildings owned by the company will have a PM ownership flagged company and use this pop to send the profits.
 
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In general, I don't like modifiers that activate at a certain threshold. Why 99 prosperity gives you nothing and then at 100 boom you get +10%? Why not have it scale from 0% to 10% as prosperity rises from 0 to 100? I've had the same feeling about IG approval bonuses since launch.
 
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The "Egyptian National Railways" is a historic company which would be culturally restricted. But since it's more of a country-wide administration kind of thing, we're likely not going to add a specific state that you need to own to found that one for example, whereas Rheinmetall will require you to own (well you guessed it) the Rheinland.
Thank you for answering part of my post.

So what would be different with "Egyptian National Railways" that would mean that it includes different sectors and or provide different benefits from say generic British 'Railways'? Also how would it be different if Britain owned Egypt?

That leads me the next questions of what happens to flavor companies if they locking mechanism is lost? and what happens on annexation?
 
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In general, I don't like modifiers that activate at a certain threshold. Why 99 prosperity gives you nothing and then at 100 boom you get +10%? Why not have it scale from 0% to 10% as prosperity rises from 0 to 100? I've had the same feeling about IG approval bonuses since launch.
100% agreed. Or at least start scaling in the middle so you start to get bonuses at 50 and then get the whole thing at 100.
 
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A general note on historic/flavored companies:
They won't be in the first release of the Open Beta. That is because we're planning to add quite a large number of them and it will simply take more time to get them in.
We're hoping to get them in for the first update during Open Beta, so probably sometime in September.
We'll keep you up-to-date on it of course.
Licensing concerns?
 
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It would be interesting if the industrialist interest group could split if the interests of regular industrialists and industrialist associated with big companies don't align enough. This would be especially interesting if it was a multinational corporation, as the split would be more pronounced. Like if the regular industrialists were being out competed by the multinational company, so they become more protectionist
 
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