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Victoria 3 - Dev Diary #127 - Bulk Nationalization and Companies Building Ownership

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Hello Victorians,
wake up, grab a brush and put on a little make-up - we’re talking about Bulk Nationalization today! Also, I will be bringing you more details on the next step in the evolution of the Companies feature: Ownership of building levels. Let’s get started, shall we?

Bulk Nationalization

Since the release of the 1.7 update and the Nationalization feature, the biggest wish from the community (and ourselves) in regards to it was to have a tool that allows you to nationalize more buildings at once and to let you choose more concretely which levels you want to nationalize.
So that’s what we did!

In order to access this new tool, you will have to go into the Building Registry, which you can find on the bottom of the Buildings panel.

Big button. Big window. Big nice.
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In here you will see a new button which says “Nationalize Filtered Buildings”.

The Bulk Nationalization waits behind this new button in the Building Registry
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As you may be able to tell from its name already, for assembling the list of buildings to be nationalized with the tool, we take into account all the filters you have set up inside the Building Registry.
So if for example you’ve filtered your list down to a list of buildings that are owned by other countries or pops in other countries, well then these are the only buildings that are considered when opening the Bulk Nationalization window. Alternatively you could have filtered the list for buildings that are located in West Bengal, that have a goods shortage and that are currently not hiring. The more you filter, the more control you have over which buildings to nationalize.

Now let’s see what happens when you press that button.

Example: List of all British Pop-owned Ranches, Furniture Manufacturies and Steel Mills that I have filtered for in the Building Registry and that I can nationalize in one go
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You can see a list of all affected buildings on top and the main sliders underneath to determine how many levels you’d like to nationalize as you know it from the existing tool. If other owner groups were present, there’d be a separate slider for them.
Additionally, to the left of it, we’ve added a shortcut to filter by a specific ownership type in order to allow you to only select Manor House owned properties for example (because who needs these Landowners, really).

Quick filter for specific ownership type
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On the right side of the window, you see the summed up consequences, costs and the option to disable payment (if your laws allow it).
All that’s left to do is press the button and take control.

This Bulk Nationalization feature should prove a powerful tool in everybody’s toolbox when it comes to claiming national ownership and we can’t wait to see you use it.

Companies Building Ownership

As we wrote in the past when we talked about Companies, we have always had a bunch of ideas on how to expand the feature to integrate it more in the simulation.
One of these ideas was giving established Companies actual ownership over building levels in the country which they would positively affect, rather than applying it to all buildings in your country.
So now that we have shipped the 1.7 update which contained the Building Ownership Rework that actually allows other buildings to take control of levels, it felt only natural to take this next step for Companies too.

The way we do this is by giving each established Company a Headquarter (HQ) building. This building will act much like a Financial District or Manor House. They are going to have Pops working in them, have an ownership portfolio overview etc.
So you still decide which Companies to establish in order to specialize your country, but how that plays out will be different.
The establishment of a Company HQ may require you to give away some of your own building levels or provide the necessary funds. Details on this still need to be evaluated and implemented as we are approaching 1.8, but the conditions will likely be dependent on your economic laws.

When you decide to establish a Company, we determine in which state its HQ will spawn based on where in your country the relevant industries are the most prominent. So if you establish Friedrich Krupp for example, a company that cares about Steel, Guns and Artillery, it looks through your country and finds the state with the highest number of building levels of these types and will settle there.

Friedrich Krupp being established in Westphalia, the major steel producing state in Prussia
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Once established, Companies can invest into new building levels like Financial Districts or Manor Houses. They make use of the Investment Pool for this. Depending on how much they or the Pops in them have contributed to it, there will be more or less investments from Companies into new levels.
Like the other ownership buildings, the Company HQ level will increase with each level they build or buy.
A goal that we have with their investment logic is that Companies should start investing much more locally, e.g. in their own state, before expanding to your country. But of course if you have foreign investment rights in place, Companies will also be able to make use of that and start building new Steel Mills on the other side of the world!
But keep in mind that Companies will only ever invest in buildings of their assigned types, so Friedrich Krupp will never build a Ranch for example.

A look inside Friedrich Krupp and their Property Portfolio
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Another major change that we’re doing with this update is of course to change the throughput and construction bonuses. Companies will only affect the buildings that are actually belonging to them, rather than every single building of fitting type in your country. To compensate for this, we increase the bonus that Companies are providing. The same is true for the construction bonus, which is applied only to buildings that are funded by the Company.

In the interface, we will represent Company ownership with their icon wherever a level is owned by them. We are also thinking about adding a new color to distinguish their ownership type further, but will need to investigate this more.
What we also do to visualize company ownership is take it into the third dimension. We will show on the world map that a building has an association to a company in the form of billboards.
If there’s at least one level being owned by a Company, we place an according billboard showing the Company’s logo on the building.

Our Art team has come up with multiple designs for billboards, very pretty (but still WIP)
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For the future, we can see potential to expand this kind of visualization to other areas, e.g. ships and trucks, but that’s out of scope for 1.8 at least.

While this ownership change is a major step forward for Companies, it’s not the end of our plans for them. We cannot provide you a timeline for further improvements yet, but we do see potential to expand on them with features like political impact (e.g. influencing IGs or enactment of certain laws) and company leading characters among other things.
But that’s for another time.

The next Dev Diary is coming to you in two weeks on the 19. of September, where Martin will walk you through the changes we are making to Political Movements.
With that, I’m leaving you for today and wish you a happy Thursday! ;)
 
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Cool. So the devs are re-working the rework of the rework of the sequel rework of factories and production.

A clear sign the beta of this game is going fine (no).
 
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Thinking about it, companies in the mid to late game could be involved in the forming of monopolies/cartels. There could also be a new data pie chart added to the game which shows % of businesses owned by the government, financial sectors, manor houses, worker cooperatives, and companies.

The interesting part about having powerful companies is that (in the future), the tycoons in charge who have their own IG's/ideologies could get involved in politics to make their company more profitable at the expense of workers. There should be more of a push to add laws regarding work hours (affects output vs loyalty/radicalism) and unions (affects the trade union IG's recruitment ability/clout).

Companies could also be catalysts in causing political change in developing countries.
 
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Thinking about it, companies in the mid to late game could be involved in the forming of monopolies/cartels.
The only way to create monopolies or cartels is for companies to control the supply and this is impossible in the game right now.

The procedure for a monopoly will include the following points:
  1. companies buying almost all the buildings for one type of good in one market,
  2. OPTIONAL: achieve high demand for that good via substitution mechanism
  3. reduce supply to increase prices
1 and 2 are possible, but 3 it is difficult or impossible to achieve as the game does not have any mechanism to stop other investors or the player to create new buildings to increase supply of goods, in fact, this is the main game play loop.
 
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The only way to create monopolies or cartels is for companies to control the supply and this is impossible in the game right now.

The procedure for a monopoly will include the following points:
  1. companies buying almost all the buildings for one type of good in one market,
  2. OPTIONAL: achieve high demand for that good via substitution mechanism
  3. reduce supply to increase prices
1 and 2 are possible, but 3 it is difficult or impossible to achieve as the game does not have any mechanism to stop other investors or the player to create new buildings to increase supply of goods, in fact, this is the main game play loop.

Supply could be reduced via an output penalty modifier plus an embargo or heavy tariff on another country that has that supply.
 
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Supply could be reduced via an output penalty modifier plus an embargo or heavy tariff on another country that has that supply.
That would only come from outside market power for companies, only when companies have political power to bend the rules you can have that type of industrial policies.
 
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You can argue this for nearly every system in the game.
Do many systems give -30% construction costs out of thin air?
 
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Cool. So the devs are re-working the rework of the rework of the sequel rework of factories and production.

A clear sign the beta of this game is going fine (no).

More like "lets keep throwing shit at the wall and see what sticks" and tbh it's been like that with paradox games for years now

At least they don't make us pay for these additional patches
 
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More like "lets keep throwing shit at the wall and see what sticks" and tbh it's been like that with paradox games for years now

At least they don't make us pay for these additional patches

They just did it again with today's Dev Diarry. This time with political movement. How many times did it changed already ?

PDX gaming dev studios have become such a bad running gag.
 
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Feel free to set up a post in the suggestions section with concrete things you'd like to see changed and tag me in it and I promise I'll take a look at the list at least.
Super hard to make a general statement about it. Some should probably be stronger, others are fine.
I have set up a post,but I don't kown how to tag you,maybe you can see this?
 
We have autobattler, auto builder and now we go auto building with companies. Do you have any setup which let us play without 3 year old kid trying to destroy our plans? I dont count command economy, its too late to have impact.
 
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