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Dev Diary #36 – Construction

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Hello and welcome to another Victoria 3 development diary! Today we’ll be returning to more mechanics-oriented dev diaries, starting out with a very important mechanic for the economic development of your 19th century nation - the construction of new Buildings.

Construction in Strategy games tends to follow a pretty typical formula: you save up money, order a construction and pay a lump-sum cost, wait some time, and the new building pops into existence. As mentioned in Dev Diary 12, however, the vast majority of expenses in Victoria 3 are not lump-sum costs but applied over time as part of your national budget. So how does it work instead? To answer that, there’s a few concepts we need to cover, namely Construction Capacity, the Construction Sector and the Construction Queue.

Let’s start then with Construction Capacity - which is actually just named Construction in-game, but we’re calling it Construction Capacity here to differentiate it from the overall concept of building things. This is a country-wide value of your nation’s overall ability to make progress on new buildings in a single week. For example, if your country produces a total of 100 Construction and a new Textile Mill costs 300 Construction, you’d expect to be able to build that Textile Mill in a total of 3 weeks. However, it’s a little more complicated than that, as we’ll see below when we explain the Construction Queue.


With Construction Sectors present in Lower Egypt, Matruh, Sinah and Palestine, the Egypt in this screenshot generates a respectable amount of Construction for the early game, though their finances may struggle a bit to fund it all.
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So, how do you produce Construction? This is where the Construction Sector comes in. All countries get a tiny amount of ‘free’ Construction Capacity to ensure that you never get stuck in a situation where you need Construction Capacity to expand your Construction Sector but need a Construction Sector to get Construction Capacity. This amount is woefully small though, and wholly insufficient even for a small nation, so if you’re not planning to run a subsistence economy long-term you will definitely need to invest in a proper Construction Sector by building more Construction Sector buildings in your states.

Mechanically speaking, the Construction Sector is a type of government building which employs people and uses goods to output Construction Capacity with a variety of different Production Methods, ranging from simple Wooden Buildings to modern arc-welded Steel and Glass structures. It does work a little bit differently though, in that the amount of Goods used by the Construction Sector each week depends on the actual need for Construction Capacity - if your Country is producing a total of 500 Construction Capacity, but will only need 250 for ongoing projects that week, the total usage of Goods in the Construction Sector is cut by half - though you still have to pay the wages of all the Pops employed there.


More advanced methods of construction are expensive and require complex goods - but you will find it difficult to build up a true industrialized economy without them.
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Ultimately, what this means is that how fast you can build things depends entirely on how much money, goods and research you’re willing to throw into your Construction Sector - having only a handful of Construction Sector buildings using only Wood and Fabric will certainly be cheaper and easier than building up a sprawling Construction Sector using Steel-Frame Buildings, but will naturally limit your ability to industrialize your nation.

So then, how does Construction Capacity actually turn into finished buildings? This is where the Construction Queue comes in. Each country has a nation-wide Construction Queue, with each project in the Queue corresponding to building a single level of a Building in a specific State. For example, a Construction Queue in Sweden might look like this (all numbers are examples):


  1. Expand Government Administration in Svealand (250/300 Construction Capacity remaining)
  2. Expand Fishing Wharves in Norrland (155/180 Construction Capacity remaining)
  3. Expand Fishing Wharves in Norrland (180/180 Construction Capacity remaining)
  4. Expand Rye Farms in Svealand (180/180 Construction Capacity remaining)
  5. Expand Port in Götaland (240/240 Construction Capacity remaining)

Each week, your produced Construction Capacity is allocated to projects in the Queue in order of priority, with a maximum speed at which projects can proceed (so it’s never possible to, say, build the Panama Canal in a single week). Using the above construction queue as an example, let’s say the maximum progress that can be made each week is 50, and Sweden is producing 112 Construction Capacity.

This would mean that projects 1 and 2 would both be allocated 50 Construction Capacity, while project 3 would get the left-over 12 and projects 4 and 5 would not progress at all in that week. It would take 5 weeks for entry 1 to finish at that pace, but after only 3 weeks, project 2 will be down to only 5 progress needed, and so most of the Construction Capacity allocated to it will be freed up for other projects. This also means that project 2 will actually finish before project 1, which is perfectly normal, as different buildings require different amounts of Construction Capacity to complete - it’s easier to build a Rye Farm than a Shipyard.


With just above 40 construction output and the help of some local Construction Efficiency bonuses, this country is able to make rapid progress on the Wheat Farms and Iron Mines at the top of the queue and even get a bit of weekly extra progress on the Logging Camps.
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If all this seems confusing, don’t worry! All you really need to understand is that the more Construction Capacity you have, the faster things go - but a large Construction Sector will need to be kept busy with multiple projects at once if you want to use its entire output.

There is one more important factor to Construction, which is a modifier called State Construction Efficiency that governs how effective each point of Construction Capacity you put into building Buildings in a State is. For example, a state with a +50% bonus to State Construction Efficiency means that every Construction Capacity allocated to projects in that State actually results in 1.5 progress on said projects, while a malus of -50% would reduce it to 0.5 actual progress.

A few factors that will increase or decrease State Construction Efficiency are:
  • Terrain-based State Traits, such as mountains or jungle, tends to reduce State Construction Efficiency
  • Building a Construction Sector in a State increases the local State Construction Efficiency
  • Low Market Access reduces State Construction Efficiency

Industrializing the Amazon Rainforest is neither easy nor cheap.
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That’s it for today! Join us again next week as we continue talking mechanics, on the topic of Market Expansion!
 

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This time I'm going to say it: I wish this was in Stellaris. Instead of having to guide what is essentially equivalent to orc peon of Warcraft, we have a construction capacity that determines how fast we can build. Seems kinda solid feature.
 
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Why wasn't construction capacity mentioned together with bureaucracy capacity, authority capacity and influence capacity back in dev diary 2?
 
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Can we mod in goods cost for certain buildings in addition to the construction capacity?
I was looking forward to using buildings in creative ways, like a "trade route" building that costs steamers to build, or a "Standard Oil well" building that costs "Standard Oil investment" to build. Or "Carnegie Steel capital" building that costs "Carnegie Steel shares" to build.
 
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I think the baseline mechanic is good, but feels like the output should be split into state-controlled (you) and free market (AI), with the split depending on your government.

For example, you have 100 construction capacity:

You are socialist government -> you get to allocate all 100 points yourself.
You are fascist -> you get to allocate 80 points yourself, with remaining 20 being allocated by AI industrialists.
You are democracy -> you get to allocate 50 points yourself, with remaining 50 being allocated by AI industrialists.

The governments could also give some bonuses to capacity, like democracy actually producing 50+60 from 100 capacity.
 
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Thinking about low market access lowering construction efficiency... Shouldn't a local construction sector (given it gets all needed resources) function at full capacity locally?
Expanding on that: I feel that construction capacity (or labor) could easily fit into the market model as a good, consumed by buildings that are constructed.
This would make more sense in isolated resource-rich territories while not changing the original functionality too much.

Could something like this be moded in?
 
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Just to be sure: constructing buildings consume "construction capacity" and it does NOT consume then stone, concrete, wood, metal, etc., right? Not a critique, just to understand it better.
 
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Will unused construction capacity give any benefits at all?

I imagine many players being distracted by a tense diplomatic play only to find their building queue ran out halfway through it.
It would be nice if there were at least some benefit to unused capacity. Also perhaps put an alert if the queue is empty.
 
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Hi, nice diary, I love the concept of construction being implemented like this in the game. Few questions:

Would it be viable to make the Construction Sector privately owned? Making the construction capacity a service that raises and lowers on prices, owners investing or closing their buildings because of raising or lowering on construction capacity demand, etc.
I think it would be cool and could be integrated into the laws systems, like industrialist vowing to keep it private and workers trying to make it public.

Edit: also wanted to ask if buildings could have an "upkeep cost" that needs to be satisfied with Construction capacity? that would be permanet money influx for the Construction sector, and could give use to free Construction capacity by giving buffs to buildings and such
Also would be an incentive for the Construction sector.
 
Just to be sure: constructing buildings consume "construction capacity" and it does NOT consume then stone, concrete, wood, metal, etc., right? Not a critique, just to understand it better.
Both. Buying the goods is what makes up the construction costs (together with wages). Look at the production modes, they all need resources. Construction capacity isn't consumed, but it's just how much you can build at once. Kinda like how many civillain factories you have in Hearts of Iron 4.
 
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"More advanced methods of construction are expensive and require complex goods - but you will find it difficult to build up a true industrialized economy without them."

I have a suggestion. Construction Sector PMs shouldn't be exactly tiered from "worst to best" in Construction production. Just because I can construct with steel, I shouldn't be able to construct more, actually the opposite as it is expensive. The benefits should be different: "better" production methods can compensate for your lack of wood but abundance of iron and glass, wood buildings give workplace mortality due to how easy is it for factories to burn, glass and steel PM'd Construction Sectors give prestige passively... the benefits go beyond "we use steel so we can build more".
 
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Just guessing here: To make private construction sector viable, there would have to be private demand by pops, and some system that determines who "wins" when there is both private and public demand.
 
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Making construction government-owned seems a little weird. There's no chance to allow the private sector to manage itself? Is that something we can hope for in a DLC? Also, how significant is the difference in speed of construction & expense for a building being built in a state with a strong construction sector and a building being built in a low-infrastructure area far away from your construction sector?
 
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Will unused construction capacity give any benefits at all?

I imagine many players being distracted by a tense diplomatic play only to find their building queue ran out halfway through it.
Hopefully it won't. Use it or lose it is extremely common in construction budgeting models, and still having to pay the workers even if there's not enough construction actively going on is a good representation of that.
 
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Why wasn't construction capacity mentioned together with bureaucracy capacity, authority capacity and influence capacity back in dev diary 2?
Because it appears that it isn't a formal Capacity in game terminology like bureaucracy, authority, or influence.

"Let’s start then with Construction Capacity - which is actually just named Construction in-game, but we’re calling it Construction Capacity here to differentiate it from the overall concept of building things."
 
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Overall I like this approach and it works well with the other mechanics that we've seen so far.
Thinking about some of the comments in this thread having to do with the private sector, one thought I had is to make pops consume construction capacity. This would represent the need for things such as housing, places of worship, entertainment buildings Etc. As pops standard of living goes up their need for this would also go up.
This should hopefully create an interesting choice for players to decide between using their construction capacity to expand their economy versus satisfying their pops Sol requirements.
 
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I want to add my voice to the chorus of people concerned that construction is a government-led activity. This is very disappointing. We've been told that the player-led management of even a laissez-faire style economy (or whatever terminology you wish to use) is a necessary abstraction for gameplay purposes, and that, since, in such economies, those operations are pulled from an investment pool representing the efforts of your capitalists, it is not, in fact, the government managing the economy, even though it sure as heck feels like it is. This approach to construction blows that argument entirely out of the water. Here, it is explicitly shown that it is the government engaging in the construction of literally everything in the economy.

Further, the idea of a national construction pool also is concerning. The idea that the construction infrastructure of one part of a large country could meaningfully contribute to building things in a completely different part of the country is not the most appealing abstraction, either.

At the end of the day, this is another dev diary that implies the ethos behind Vicky3 is often "you can design any (top-down centralized command) economy you want!"
 
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