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Victoria 3 - Dev Diary #110 - Building Ownership & Foreign Investment

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Hello and welcome to another Victoria 3 Dev Diary!

After last week’s look at Power Blocs, we are going to take a look at another major set of changes that are going to arrive with Sphere of Influence and the free 1.7 update.

Namely, a revision of the Building Ownership system and what it allows us to do: Foreign Investment, a much requested feature which makes its debut in 1.7.

You will see that the changes we are making impact your visibility of ownership and the affected Pops throughout the game.

To understand all the mechanics we will be looking at an example country in the heart of Europe.

Ownership types​

It’s 1836. In Bavaria, a proud member of the Zollverein Power Bloc, all buildings are owned by the state or the workers themselves.

Capitalists, Aristocrats, and Clergymen no longer work in these buildings, and most of the Shopkeepers no longer work in production buildings directly. In addition, the Ownership Production Methods have been removed. Instead, ownership works on a per level basis, allowing a mixed ownership structure in the same building.

A popular Logging Camp it seems. Workers, a Financial District and a Manor House own a part.
DD110_01.png

In worker-owned buildings employees work for themselves basically. So any dividends they may accumulate, they split amongst themselves. This is the default at game start for many countries (not all) and is a state which you can more or less return to at a later stage of the game with the enactment of Cooperative Ownership, which will expropriate your privately owned buildings over time.

One major exception from the ownership situation at game start are subsistence farms which are owned by a new building we are introducing: Manor Houses.

Now they lounge around in luxury, instead of slumming it with the common folks in less refined taste buildings, we wouldn't want their shoes to be dirtied on a subsistence farm!
Manor Houses are able to own levels of other buildings, in our case at game start all the levels of Subsistence Farms in their own states. They pay their wages and dividends by collecting dividends from the buildings they own and distributing them among their employees.
What type and how many employees they have is determined by a limited set of PMs.

Clergymen or Aristocrats? You can’t get rid of both of them!
DD110_02.png

So you can see there are still jobs for Clergymen. What about the Shopkeepers and Capitalists?
Well, they work in the new Financial District buildings, which behave pretty much like the Manor Houses. They too have different employment PMs, can own levels of other buildings and pay their employees by collecting dividends from owned building levels.

Both new buildings expand automatically, depending on how many levels they own. For example if a new level of a privately owned factory is created, a corresponding new level of a Financial District is also generated.

All building levels that you construct are country-owned. Under certain laws, this status can change soon after they are finished constructing. Country-owned buildings come with reduced Economy of Scale bonuses and a bureaucracy cost for each level you own. But in return they can provide additional income based on the building’s dividends which partially get transferred to your treasury.

Not all buildings can be of any ownership type of course, for example barracks or government administrations will always be country-owned.

Summing up, there are now three types of ownership for any building level:
  • Worker owned
  • Privately owned (Financial Districts and Manor Houses)
  • Country owned

If all buildings in Bavaria are owned by the workers or the country itself, how do the first Financial Districts appear, you may wonder!

The main way to get that to happen is the next point on our agenda.

Privatization​

Enter Privatization, whereby you allow country-owned buildings to be sold to Pops.

If you are short on cash, Privatization might help you
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This makes it possible for your Pops to acquire them. Depending on the type of building you are privatizing, they usually get bought either by Aristocrats or Capitalists, using the investment pool’s funds.
If you don’t have any capitalists in your country yet, other Pops may step up though, using the investment pool’s funds to buy a building you put up for sale and become Capitalists in the process, which in turn leads to the first Financial District appearing.

The money will be transferred from the investment pool to your country’s treasury once that happens. The cost of buying a level is determined by its construction cost and is modified by most of the Economic System laws. These laws also affect the efficiency of these transactions, meaning how much money is lost as overhead and how much is being reinvested into the investment pool or the treasury.
One particularly interesting law is Laissez-Faire which upon enactment forces all your country-owned buildings to be put up for sale and will automatically do so for every new building level you construct. Similarly, enactment of other laws like Cooperative Ownership and Command Economy doesn’t immediately change the ownership of all buildings, but rather can start a process that can convert your economy over time.

Insert witty joke about the free market here
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Now let’s take a look at how the different ownership model affects investments from your Pops.

Investment​

The existing logic for how the private investment pool works remains similar to before. So, different Pop types still have different priorities and they will look at factors like estimated productivity, available workforce etc.
When a building is about to be constructed by private investment, we randomly determine who is building it, favoring already existing Financial Districts and Manor Houses over creating new ones.

In a worker-owned economy, the private investment pool will continue to function, but they will only expand their own buildings, not create new ones.

An important fact with this system is that investments do not need to be local. A Financial District or Manor House can invest in any of your country’s states, including your colonies overseas.
This system will create a flow of money from the colonies to your homelands, a stronger centralization of wealth and power and it will end the status of colonies’ Pops making more money than your Pops at home.

Of course the non-local investments also come with some challenges with regards to other countries.

It looks like Prussia has heard about that option and has started investing in your country!

“First they took our chairs, then the tables we used to eat at. What’s next? Our beds?!”
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Foreign Investment​

There are a few ways to acquire Foreign Investment Rights.

First of all, overlords can always invest in their subjects. This is part of the free 1.7 update and will allow you to do Foreign Investment where it matters the most, even if you do not own Sphere of Influence.

Then there are three diplomatic pacts which you can use if you have bought the expansion:
  1. Mutual Investment Rights which allows both countries to invest in each other
  2. One-directional Investment Rights in either direction, so you either demand to be allowed to invest in their country or offer another country to invest in yours

The [redacted] has been [redacted]. We shall see its effects on the 11. of April.
DD110_06.png

There is also a Power Bloc Principle group that deals with Foreign Investment which on Tier 3 has the consequence of being able to invest in any member country.

No matter how you got the Investment Rights, you and also your Pops will be able to invest in the target country. Private investment does consider foreign states as potential targets for their expansions, allowing them to build profitable buildings more easily.

As nice as it is that Prussia has invested in new buildings in Bavaria, I don’t think we can let them get away with diverting the profits to Berlin instead of our own population!

Nationalization​

Nationalization allows you to take control of foreign assets in your country. You cannot nationalize other countries’ assets as long as they possess Foreign Investment rights in your country.

Once that is no longer the case, e.g. if Bavaria left the Zollverein Power Bloc, you can peacefully nationalize their building levels in your country. For that you need to pay a sum of money from your treasury. Similarly to Privatization, the sum is determined by the construction cost + modifiers from laws.

You will also be able to nationalize your own Pops’ building levels, both worker-owned and privately owned, if you’d like to take ownership. Nationalization is not seen positively by the affected Pops of course and will radicalize them.

“We should compensate them to reduce the quarrels.”
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But what if the Bavarian coffers are empty yet you still want to take over that juicy productive Furniture Manufacturies that is owned by Prussia?

Well, there is always an alternative.

“Pay them? I don’t think so!”
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You can demand nationalization of a country’s assets in your country. If they accept, their building levels’ ownership changes to your country. If they don’t, you can try and enforce it as a wargoal. If you are successful, you will also remove their Foreign Investment Rights for your country in addition to taking control of their buildings in your country.

Building Registry​

To visualize all these new mechanics, we are introducing the Building Registry, which allows you a customizable look at your country’s situation.

All the building data one could wish for
DD110_09.png

This is a major new UI, that similar to the Census Data window, comes with a lot of functionality to filter the available data. Only show buildings outside your country? Sure. See all buildings that are owned by Pops and which are currently not hiring but not fully employed? No problem.

Lots of filter groups to browse through
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We hope you find this as useful as we do. You can access it via the button on the bottom of the Buildings panel.

Really recommend pressing that button
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Implications for the Directly Controlled Investment Pool Game Rule​

As you can imagine, this new system of ownership, geographic wealth extraction, and privatization/nationalization has far-reaching implications on the economic foundations of Victoria 3. It enables a lot of interesting dynamics we haven't been able to model until this time and adds a whole new dimension to your economic laws.

It also comes with the consequence of making the Directly Controlled Investment Pool game rule that we introduced with 1.2 (as a legacy alternative to the new Autonomous Investment system) impossible to maintain. In 1.6 and prior, if this game rule was turned on, the player would be directing all construction efforts. As long as there was money in the investment pool and the construction queue was building a privately-owned building, the cost of construction goods would be coming out of the investment pool first before being carried by the state budget. With the new rules for building ownership, investment rights, and so on in 1.7 this no longer makes sense - there's now a very clear distinction between a building project initiated by a private investor and the state, a potential source of conflict innate to both foreign ownership and the privatization/nationalization mechanics, and even differences between owners in different regions that cannot be represented if all construction projects were player-initiated.

Because of this it no longer makes sense for players to be in charge of both public and private investments simultaneously, and as such the Directly Controlled Investment Pool rule has had to be removed for 1.7 and beyond. While we can't support non-default game rules to the same degree as the standard options, removing a game rule completely is not something we'd ever do without good cause. We know that a smaller fraction of you favored this setting so we want to be clear with why its removal was a necessity to move forward with these improvements to ownership and foreign expansion.

Outlook​

I would like to end today’s Dev Diary by providing a short outlook for what these changes also enable us to do in the future.

The main thing here is affecting Companies.

The way we have reworked ownership allows us to create Company headquarter buildings which can then own specific building levels of industries they care about, determining its profitability from and providing their throughput bonuses only to these. While we cannot provide a concrete timeline for that change at this point, it is something we would like to tackle for one of our next free updates.

That’s it for today. Check back next week when Mikael is going to walk you through what changes 1.7 and Sphere of Influence brings to relations and interactions between Overlords and Subjects, including how these foreign investment mechanics relate to your grip over your extended empire.

Overview for all upcoming Dev Diaries:
Date Topic
4th AprilSubject Interactions
11th AprilLobbies and More on Power Blocs
18th AprilThe Great Game
25th AprilThe Art of Sphere of Influence
2nd MayChangelog 1.7
 
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As I understand the part about companies they will not change with 1.7, only at a unspecified time in the future. So the boni from the company will still apply to all domestic buildings and only domestic buildings, no matter who owns them.
Even if nothing changes, there are still ambiguities about when and how certain bonuses will be applied, since foreign investments creates new situations that aren't possible under the current patch. If country-wide construction efficiency bonuses, as they exist now, are applied on a state-by-state level, then they won't apply to the company owner's construction in foreign states, but will apply to other countries' construction in the company owner's states. But if they're applied to the owner's construction queue rather than to each of the owner's states, then they instead will apply to the owner's foreign construction and won't apply to other countries' construction in the owner's states.
 
Not strictly related to the DD, but, there are any news on multiplayer stability? We get multiple desyncs every session, at least 3 to 5 or more, which causes either a stall for the week or to abandon the run around 1890-ish. Even while only in a 2 player multi, it's a hard struggle to get past 1900. I don't know how many people play multi, but as much as I love the game, I must share my displeasure with this situation. Sadly, I can't say my heart is wholly on financially supporting this while SP is a struggle performance-wise and MP is straight out unplayable many times.
 
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Even if nothing changes, there are still ambiguities about when and how certain bonuses will be applied, since foreign investments creates new situations that aren't possible under the current patch. If country-wide construction efficiency bonuses, as they exist now, are applied on a state-by-state level, then they won't apply to the company owner's construction in foreign states, but will apply to other countries' construction in the company owner's states. But if they're applied to the owner's construction queue rather than to each of the owner's states, then they instead will apply to the owner's foreign construction and won't apply to other countries' construction in the owner's states.
You are right, it is more ambigious than I first thought. I had a look in the files and found that the company boni was named "country_company_[something]" which seems to suggest they are applied at country, not state, level.
 
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Exciting changes,

But please tell me you have more ownership building types in the pipeline.

The potential of this is great.

- Religous orders siphoning wealth to the Vatican or mount Athos

- tribal or military retinue barracks, linked to landowner or military igs with their forces determined by the wealth of their holdings

- tax exemptions by differing ownership building types

Please also tell me i can nudge the privatisation system. Full price sales to international investors and discounts for domestic would be an interesting trafe off.
Whoa the Vatican idea is awesome. I also wonder how was Switzerland back then.
 
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This is one of the most promising DDs in some time and addresses some of my main concerns.
Although there are still a fair bit left.

Some questions about the changes so far:

1) Will there be a way for the majority owners of a building to change their Production Methods without the country doing it for them? Like the capitalists owning a factory buying new equipment themselves instead of the state ordering how they produce goods.

2) Are you looking into making pops be able to decide their own trades?
Having the state control the entirety of trade and decide everything that leaves or comes for its population feels disconnected from everything. Companies/building owners should be able to decide themselves from where they import materials and where they sell their goods.
The player could control this behavior like the government would, by creating tariffs and taxes on different type of goods depending on where they come from. Of course, the state itself could also intervene to direct trade, but that should be more the exception than the rule.
 
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This comment has been reserved by the community team for developer responses!


"Worker-owned" also covers the artisan economy and things like small landholders on farms, but the vast majority of farms and plantations will be owned by aristocrats.


Correct.


Yeah, worker-owned does not mean equal dividends for everyone.


Command Economy does not actually make this instant on enactment anymore, you have to actively nationalize non-state owned buildings after enacting it and either compensate the owners or seize them by force. It's also possible to simply leave some vestiges of a private economy in place (though it won't grow).


The building is put up for sale immediately on construction and counts as state-owned until it is purchased. So you'll have some buildings temporarily managed by the state until an investor snaps them up.


They use somewhat different score calculations, with a very heavy emphasis on potential profit for privatization. Generally speaking privatization of profitable buildings has the highest return on investment, so is what they'll often do first if possible, but it's not guaranteed or anything.


The latter. You'll have to trade for it or be part of the same market to access the resource.


The AI should generally want to nationalize as much as they can under Command Economy, exactly how they handle it depends a bit on their strategy though.


Thanks :)

On your question, as Martin wrote:
"They use somewhat different score calculations, with a very heavy emphasis on potential profit for privatization. Generally speaking privatization of profitable buildings has the highest return on investment, so is what they'll often do first if possible, but it's not guaranteed or anything."

I don't believe there's a change with regards to investments specifically in resources, but you should probably see it being a bit more developed inherently since you generally have more possible actors that could invest in it.





1) Should remain the same as far as I know
2) Like any other PM
3) Yes, I believe so
4) That should be possible, yes. There's a list like this which you should be able to include own modded buildings in:
investment_scores = {
bg_manufacturing_score = {
group = "bg_manufacturing"
score = {
value = 80
}
}
bg_modded_building_score = {
group = "bg_modded_building"
score = {
value = 20
}
}



Currently no functionality to just give them building levels outside Cooperative Ownership where they'll just take them, but that sounds like a potentially neat addition for the future.


Right now it's based on relative pay, but I'd like to add some differentiation for cooperative ownership vs artisan buildings there.


Investment Pool.


1. The example was specifically for Bavaria. Great Britain does start with a bunch of capitalists.
2. You misread, they DO consider them as targets.


1. Currently there's no refusal for peaceful nationalization, except having investment rights
2. Yes, you can demand it as a separate war goal


Yes, you can build railroads in other countries if you have Investment Rights.

The game does not distinguish between production methods. There is always one PM active for a whole building, no matter who owns how many levels. The controller of the country where the building is located also controls the PM that is active.

Nothing on foreign trade center ownership for the time being at least. Sounds cool, but that would require some fairly drastic changes to how trade centers are generated etc.


Few things I'd like to point out. The wargoal's use is likely ending up as the separate war goal more often than being used as a primary one. So you'd throw it onto other diplomatic pacts I'd imagine.
The war goal is also not going to be the primary way of nationalizing another country's assets. The most used for this will likely be cancelling their investment rights, then using the nationalize button and paying them (or not, suffering consequences to relations and radicals and such).
The "casus belli" idea you're pitching does sound cool though. Not quite how we thought about this and would require some work, but maybe something like that could work in the future.


Yes.
Buildings with several unstaffed levels and that are at least 50% privately owned, can autonomously reduce their privately owned levels if they fail to hire for an extended period of time.


Yes, we are including some kind of setup where that is the case. Just a small disclaimer: It's surely not going to be fully historic, especially not in all countries, but we're rather working with guidelines on how to distribute ownership buildings etc.
This is something we can easily tweak over time like any of our other historical setup attributes, e.g. resources, starting buildings, laws and so on.


Ideally, the colonies have a small privately-owned sector I'd say. But then they'd mainly build government owned buildings which do not require a financial district.
Maybe we could expand our laws to define what happens to these buildings in the future.

Auto-sell sounds like a neat idea, yes. Not coming with release, but I'm taking a note.


Correct, output stays in the country, profits are sent overseas.

Do you mean you'd want an additional tax specifically for profits made outside your country? Because of course any profits are taxed the usual way your country does taxation if the law applies, e.g. income, no matter where their income is coming from.


Depending on the circumstances, yes it can happen that they prefer investing outside. But I wouldn't say it's the default.

As I mentioned in another reply:
"Buildings with several unstaffed levels and that are at least 50% privately owned, can autonomously reduce their privately owned levels if they fail to hire for an extended period of time."


Yeah, possibly.
One thing we wanted to avoid is that people don't get confused with the state that the building is located in. There's no ownership by Normandy, Picardy and Burgundy, only French is what we wanted to make clear. :D
If you want to call it state-owned you're welcome to do so and we will understand.


1. Yes, that's nationalization :)
2. Subsidies can be set by the country where a building is located in. So no subsidies from foreign owners in building levels in your country.


Generally, aristocrats and capitalists will stay where they are even if there's a new owner. They didn't move before, so why would they move now?
If they own levels in your country, you can of course nationalize them or their assets might get expropriated over time and transformed into worker-owned buildings (laws depending). If they own levels outside your country, nothing really changes for these. Manor houses and financial districts are never country-owned after all. They just spawn if pops of your country own buildings somewhere basically.


1. Briefly mentioned it in the DD: there's a weighted random function in there to determine the owner since they all access the same shared investment pool
2. No concrete decision currently, no. But the investment preferences do apply, so aristocrats are a lot more likely to buy farms and plantations etc.
3. Not at this moment
4. Also not currently possible, except for the wargoal which will nationalize all assets of target country that are located in yours. We have talked about it in the past and will consider adding a better selection in the future.
5. If you enforce the nationalization wargoal, there is an infamy hit, yes
6. Where the owner is


Yep, that's exactly it.


Not creating worker-owned industries, no.


A different PM for Financial Districts that shifts workforce more towards Capitalists and away from Shopkeepers (without fully removing them).



1711648151970.png



Of course as always, take it with a grain of salt. Everything you're seeing in the Dev Diaries is subject to change until release. Might change, might not.


The country that is constructing a building. So if GB invests, they pay for the cost until it's completed. Then, basically all control (PMs, subsidies etc.) goes to the target country.


You don't buy their buildings. You can nationalize building levels in your own country. You can construct new buildings in their country. If you privatize buildings, any Pop with investment rights in the target country can buy it, so it could be your own Pops or the local population.

If you nationalize a level, the money largely goes to the investment pool (depending on laws).


It's mentioned in the Dev Diary :)

"If you don’t have any capitalists in your country yet, other Pops may step up though, using the investment pool’s funds to buy a building you put up for sale and become Capitalists in the process, which in turn leads to the first Financial District appearing."


Yes



Thanks, but you can just call me Lino or H4n1baL :)



Yeah, we have actually investigated splitting PM ownership but it's really complex.
Maybe one day :crossed_fingers:


Not in the near future. We've investigated it during development and it comes with a lot of difficult problems.


I apologize. I had wrongly assumed it was known widely enough.
PM = Production Method


I don't know at this moment, but I'll get back to you with an answer sometime after the easter weekend.


Is that stating a fact or including a criticism?
No other building really cares about it. If you have a point of feedback on why they should, I'd like to hear it though.


Yes, you can. For construction purposes the game looks at the tech of the one who is trying to construct, not where the building will be located.


God damnit, I should have definitely written "Bavaria, one proud member..." instead :D

Thanks, we're very glad to hear!


As mentioned in the DD, there's different ways of getting the rights, not only unilateral, also mutual.
But for all diplomatic pacts, there should be only fairly low barriers to cancelling an ongoing pact, yea. Kind of like any other diplomatic pact, really.


I want to stress this is purely a design thought we are having at this point.
We think it could work like that or similar to it and will need to see during implementation if it is actually feasible the way we're thinking about it currently.
So, with this in mind, another pure from-the-top-of-my-head response to your question:
I'd expect companies to start small and grow over time, yes. And definitely not owning ALL your relevant industry unless you let it intentionally come to this.
Company owner characters are definitely on my personal wishlist, but again, no clue if that's realistic. They need to fit within the context, otherwise we likely won't pursue this idea.


Yes. As I mentioned elsewhere: PMs are always controlled by the country where the building is located and this rule also applies to privately owned buildings.


1. Not between them at this point
2. Nothing, they just continue existing with the foreign ownership :)
3. Yep, if the foreign country privatizes these assets, they can


Thanks for your suggestion.
I'll see if that'd be a feasible alternative to employ bureaucrats. I do see some problems with it though which I'll need to investigate first.



Theoretically, yes.
Practically, probably only through conquest. Though I haven't tried, so I challenge you to do it! :D



50 per pact as of right now.


Not currently as far as I know. But of course the initial signature willingness for Investment Rights is affected by it.


Doesn't have to be from the same state. It's not necessarily a new building, can be, but can also be an existing manor house/financial district that expands (which should actually be more likely).


No, you don't control them after all. You'd need to nationalize them first.


Yes, there is a demand to get Foreign Investment Rights. You may need to go to war over it, but you can enforce it.

Can you expand on what you're getting at with the laws? What effects are you thinking of with relation to foreign investment?


As Wiz said, they mostly care about profitability. So it would be very unlikely that they'd buy an unprofitable building compared to building a new profitable one for example.


During initial testing we discovered that nationalization felt like an auto-click button basically that you would always want to press. So we added more consequences on all ends pretty much.
Personally, I think it does make sense that government-run buildings work less efficiently. If the private sector were in charge of a government's bureaucratic system for example, it would very likely see efficiency improvements. But maybe that's just a faulty perception being a German ;)
In any case, we will keep an eye on this feedback when SoI releases of course and are happy to adjust it if it really doesn't work well.


No, you cannot.


No, you can still build any building like before.
You will just not be able to direct what buildings are being built from the private investment money.


Theoretically, maybe?
Try it out and ping me. I'd love to see it!


I would say these wouldn't necessarily require the changes we're making. But the changes also don't invalidate these ideas. So maybe eventually, no concrete plans for any of these at this point though.



Not at the moment, no.


Not really. If there's highly profitable targets, you could theoretically see a bunch of investments into that particular state+building which would then reduce profitability, but not to a point of crashing I'd assume.


Good question. I actually don't know if we could set it up with the current Lobbies systems since I was not really involved after initial design discussions. I'd recommend asking it again when we publish the Dev Diary on Lobbies!


1. Skyscrapers are still there. The Trade Nexus PM provides a trade route quantity multiplier, so I'm not sure how it would relate? Is this in relation to question 5? If so, see answer on that :D
2. Yep, there can be as many manor houses and financial districts as you have states. There's a random chance function to determine where it spawns.
3. Depends what you mean with each of these terms. Any country-owned buildings' ownership is transferred to the winning country, no matter where the building is located. Any privately-owned buildings remain in place and they also keep their possessions, no matter where they are.
4. Nothing changes for unique buildings pretty much
5. Not with release of SoI at least. We do have very cool new 3d models for these financial districts though. We could theoretically think about turning them into a skyscraper if size is above 100 and you have all the tech etc. for example, but it's nothing we're planning at this point.


Yeah. Building based investment pools would be awesome, wouldn't they?
It's definitely something we've talked about especially in relation to the potential company changes. Doing that would require a significant rework of very fundamental code though.
It would require more design and tech investigations before we can make any kind of more concrete statement on its feasibility.


As has been mentioned in other replies, AI considers anything up for sale compared to building new buildings. So a productive building you're privatizing may stay "on sale" for some time until the investment pool is filled enough, and then will likely be bought.


There are weights for what industries the ownership buildings will invest to. It doesn't exclude anything, just makes it more or less likely.


Thank you :)
As you may have seen, we do have some plans with Navy in general. Because we do agree that the Naval Warfare is not where it should be. When we'll get around to that is not clear at this point though.


1. There is a reduction in the number of Pops as a result of this change, yes. The later in the game, the more noticeable the reduction. But I would be careful with expecting a significant performance gain from this. It helps, but will not move the needle enough on its own.
2. Yeah, they are able to. We will have to keep an eye on this to see how bad this gets and see if we need to react.


Shopkeepers are mainly employed by the new Financial Districts.


No, the costs are not modified as of right now.
Unprofitable buildings might not be sold at all because they are still compared versus new investments into profitable buildings. So time is definitely a component that will be affected.


No, subsidies are controlled by the country where a building is located in.


1) The player does not always control it. It is the country where the building is located that sets the PM. So not sabotaging that way.

2) They have to increase their level pretty much. An exception being subsistence farms where we look at the employment rather than the amount of levels. I don't think you'll be able to mod that. What you can mod though are the PMs, so you could reduce the number of Pops that "work" in these buildings and you'll create a very rich upper class.


If the owner of the steel mill is a country, let's say GB, they can privatize that steel mill. Then japanese pops can buy that steel mill, yes.
As I mentioned, there's no transfer of ownership between two private pop investors (at least with release of SoI).



We have set it to 0 as it was creating a lot of issues, since it would score urbanization twice effectively, once for the industry building, then again for the owning building.



The building country gets the entry in their construction queue, independent of where in the world the building is being constructed.


A group nationalization button is on our list.
I cannot promise that it will be there for release. If it's not, it will likely be in a post-release patch not too long after.


Yep, it's on a level basis, not whole building.


No plans to change it at this point I'm afraid.


Maybe, yeah.
I'll investigate in more detail if I find the time.



Your country can own some levels, your Pops can own some levels. The country owner controls all PMs, no matter who owns each level.
Not sure what manual configuration you are referring to. I guess we'll see when OP writes back if I answered their question or not :D
Why not split the urbanization between the industry building and the ownership building.

This would solve issue and also build up "finantial service" metropolises in places like New York
 
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I'm really sad to see direct investment go. I've tried the AI investment a number of times and each time had to quit the game very early as it felt unplayable.

Hopefully 1.7 will make it less braindead.
 
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In a worker-owned economy, the private investment pool will continue to function, but they will only expand their own buildings, not create new ones.
So does that mean cooperative economies won't be able to do foreign investment?
 
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