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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.
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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!
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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.
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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
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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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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.
Will the target country also tax the income or does the investment pact work similar to a double taxation agreement?
 
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Can investors create buildings in foreign nations that do not have the tech themselves, and can resources be extracted that the foreign country hasn't researched? Can a less developped country use the production methods of it's investors?

Less developped countries inviting foreign investors to create factories, build infrastructure or extract resources they themselves do not have the capability for became increasingly important throughout this era, especially in regions like south America, or colonial administrations.

It would not make sense that America couldn't help Venezula discover oil deposits and build oil rigs in them. It also wouldn't make sense for most of the coal and iron mines in the Raj to be owned by British capitalists, but be limited to picks and shovels whilst Britain has condensing engine pumps. (Perhaps if x% of a buildings levels are owned by foreign countries that can use the production method, then that one building can too?)
 
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In Dev Diary #71, the efficiency bonus/penalty depending on GDP for the investment pool was explained with:

"There is also a general investment efficiency bonus for payments into the Investment Pool in small and mid-sized economies, and a penalty in very large ones, to ensure the Investment Pool is also relevant for mid-sized countries while not growing to such absurd proportions that it cannot possibly be spent in a 10 billion GDP country. These efficiency bonuses are meant to abstract a system of foreign investment"

Now that foreign investment is being added, allowing the investment pool of large economies to spend abroad and for small economies to recieve investment from abroad, has the efficiency bonus/penalty been removed in 1.7?
 
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As long as you fix the bug with the AI immediately constructing 20 levels of power plants, railways or some other building in a state, resulting in it immediately being unprofitable, I will be happy. Perhaps this can be done by restricting the AI to building only a single level of a building in a state and only starting a new level once the old one is complete?

Better to tie it to a ratio of current levels, restricting it to one building at a time when you have 100's or 1000's of levels in the state would be terrible.
 
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How will the player be able to interact and purchase building levels in a subject? For example if I'm GB how do I purchase opium plantations in EIC at game start?

After I've then purchased these buildings, say I decide to then auction them off, will they be purchased by my own capitalist's or by EIC private ownership?

When I buy a specific building as a government from private ownership, where does that money go? To the individual pops? They don't have bank accounts for such a large sum of transfer?
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).
 
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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.
Could be a neat option for communist states to force your manor houses and financial districts to return their foreign assets back to their respective governments in exchange for a relationship boost (or maybe even an obligation). Kinda like Bolsheviks gave back to China all of the Russian Empire's properties in the country in order to befriend the KMT.
 
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What will the political and diplomatic affects of this be?
A lot of interest groups should absolutely oppose external foreign investments, and agitate forcefully against them, while nations in this time period repeatedly went to war to protect their own foreign investments. Will this kind of ‘push and pull pressure’ be a thing?
 
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Everything looks awesome! I have just a few question:
  • Are Capitalist, Aristocrats, Shopkeepers and Farmers still the only jobs who contribuite to the investment pool? Because otherwise I see a few problems, like for example the Clergy Oversight being straight up worse than having only Aristocrats or most buildings no longer having Shopkeepers that contribute toward the investment pool at the start of the game, due to the fact that the Merchant Guilds ownership method doesn't exist anymore.
  • While I see we can set the amount of levels of a building to nationalize, it doesn't seem to be an option nationalizing only specific levels, for example nationalizing only the Privately Owned ones and keeping intact the Workers Owned ones or viceversa.
 
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Amazing DD, basically a dream came true for me. I would like to ask about the resource discovery.

Could I, as a foreign investor, discover resource for the country didn't have tech to extract the resource yet? For example, would British be able to invest in middle east oil field when local country didn't have that technology yet?
 
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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).
One issue I could foresee here is that EIC starts with a significantly larger investment pool then GB. So if you build buildings in EIC, and then auction them off, they'll end up largely being owned by Indian Aristocrats in EIC rather then Capitalists in London, as you might prefer.

Will there be ways to hamstring your subjects ability to gain investment pool, and hence cause most of their buildings to be owned by your own capitalists?
 
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How does my country get its first capitalists, if the economy starts entirely agrarian and artisanal?
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."
 
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So, what are the downsides of foreign investment? Since they pay for building it? Only infrastructure? If they build unprofitable one, it would be just unoccupied, that's all. Everything produced will go into my market anyway.
 
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