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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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Finding a way to make the construction industry private is an aspiration we have, actually! Like many of you have pointed out, it does sound really cool and more realistic.

As it turns out though, after quite a bit of experimentation, this is harder than you might expect at first blush. For example, would you really want a gameplay dynamic where the fewer buildings you construct at once, the cheaper it is to construct those buildings, making it optimal (but very inconvenient) to only construct one thing at a time? What about if you do build a large number of buildings at once, creating a need for a large number of construction workers, who then get fired as soon as the construction completes because there's no projects left to work on? If construction industry is all very local in nature, how do you build ports to connect your overseas markets when local access to construction materials is non-existent? Do you have to set (and potentially constantly adjust) a construction budget that determines how much resources the construction industry has to operate with?

IMHO the correct way would be to split construction of different things between different budgets / departments as it happens IRL.

For example let's take a development of a colonial island:
1) First landing port is built either by a private corporation or by governmental colonial office - depending on what kind of laws we have governing the colonisation process.
2) Navy builds a coaling station out of its own budget
3) Colony expands and tensions with natives rise - Army (or maybe Colonial Office again or maybe even Police Ministry) pays for some local military / police presence
4) Tensions rise even more - now real Army presence is needed and is created from Army budget.
5) Island is colonised (included into our market) - port now has to handle trade, so port facilities are expanded at private or Colonial office expense
6) Private firms build resource gathering / trade / basic manufacturing buildings
7) Colonial Office or Central Govt. pays for admin buildings to tax all the traders from previous point.
8) Prospering colony and its trade routes need protection - military port facilities are built from Navy budget.
 
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Finding a way to make the construction industry private is an aspiration we have, actually! Like many of you have pointed out, it does sound really cool and more realistic.

As it turns out though, after quite a bit of experimentation, this is harder than you might expect at first blush. For example, would you really want a gameplay dynamic where the fewer buildings you construct at once, the cheaper it is to construct those buildings, making it optimal (but very inconvenient) to only construct one thing at a time? What about if you do build a large number of buildings at once, creating a need for a large number of construction workers, who then get fired as soon as the construction completes because there's no projects left to work on? If construction industry is all very local in nature, how do you build ports to connect your overseas markets when local access to construction materials is non-existent? Do you have to set (and potentially constantly adjust) a construction budget that determines how much resources the construction industry has to operate with?

All these quite tricky questions, each of which add a number of gameplay concerns that need solutions, fade away when you treat Construction not as a variable-cost good bought and sold on the open market but as a capacity, with the player's job being to appropriately size that capacity while minimizing its cost. While I'd love to continue experimenting with Construction Sectors in the future to see if we can find a model where they can operate privately without damaging gameplay, I find it provides just the right level of player decision-making at the moment, while still being quite a bit more involved and interconnected with our socioeconomic simulation than construction usually is in strategy games.
Why don't you make construction a good consumed by pops as well? People need construction services for variety of things in the private sector – building new housing, expanding it, renovating the interiors and so on. This way a constant stream of demand for construction services would be achieved with player only adding additional demand on top of it whenever an industry expansion is on the way.
 
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Why don't you make construction a good consumed by pops as well? People need construction services for variety of things in the private sector – building new housing, expanding it, renovating the interiors and so on. This way a constant stream of demand for construction services would be achieved with player only adding additional demand on top of it whenever an industry expansion is on the way.
And/or let the construction sector build up the local infrastructure - slowly and in tiny steps when it‘s not used for constructing buildings. Perhaps as an alternative production method it switches automatically to when nothing is built (as well as manually selectable). Under this production method the wages could be set significantly lower and/or the number of jobs could be reduced.
 
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1. What it might be better to do however, is to upgrade your construction to use a higher production method (which gives both more construction and a higher efficiency bonus) rather than expand out a bunch of construction sectors making wood buildings.

Oh this for sure, you can't build the eiffel tower with 30 logging huts, best have one "evergrande", assuming it doesnt go bankrupt. I mean is, if you are going to have two identical construction buildings, best have them spread out to build faster across a larger area.

. No range limitations, but there are access limitations. If you don't have good market access you get penalties to construction efficiency, meaning it takes longer and is more expensive.

Odd innit? If the goods are in Australia and the construction building is in London (so Labour also being in London), you're good, the builders will come over to Australia and build your stuff.
 
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I like this but it is also frustrating that conceptually the system for construction here could also be applied to the other Paradox games (CK/EU) to make construction there also more involving. I know that isn't the focus in those games per se, but it just seems to make more sense that the idea of construction capacity and rolling debts exists in those times too.
 
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This is the way it was announced. Wages are paid to all construction workers, but goods are only purchased for construction that actually happens.

Sorry, I had it in my head that buildings had maintenance costs as well - thanks for setting me straight :)
 
So... HoI4 style construction (though the source of the construction capacity is a bit more nuanced than just having factories).

No objections here, that style is definitely more intuitive and 'fluid' than the classic EUIV/Stellaris style.
 
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Yeah, I was also surprised that cement, bricks, stone, sand and gravel all seem entirely absent from the list f required goods, despite those materials being significant to this day
Brick should definitely be a thing. You build houses from wood and cloth (?) but not from brick? That's a bit weird.
Given that porcelain is already in the game and I assume this needs clay as a precursor, it would only make sense to give us brickworks.
 
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Would it be too computationally intensive to base the bonus/malus to construction efficiency on how much of the building capacity can be satisfied in the state? So if a state that produces 150 capacity uses 100 to build a factory all is well, but if that state would only produce 50 capacity and the other 50 come from the neighboring state then construction would slow down?
 
Good stuff. Thanks for this week DD.
 
Idea: What if a factory was already created as an entity the moment you click to construct it, but it now has the production method "under construction" which needs building material, manual labor and "capacity" (which is still generated in construction sectors, but these only do planning and logistics, so no building material and no manual labor) while the ouput is "construction progress". This would be more logical in my opinion in how it interacts with the market access system, as a remote location would not just mean an arbitrary malus on construction but locally bought materials being more costly (except when these are availabe locally). Also hiring the manual part of the workforce locally would make more sense I think. And if I build a lot of stuff in a particular state that could even attract migrants from the get-go, as the construction jobs are lucrative, and these people could later become the workforce in my newly build up state.
 
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Why don't you make construction a good consumed by pops as well? People need construction services for variety of things in the private sector – building new housing, expanding it, renovating the interiors and so on. This way a constant stream of demand for construction services would be achieved with player only adding additional demand on top of it whenever an industry expansion is on the way.

One potential risk of this is you can end up in the situation where the SoL of your pops goes up suddenly and then your construction capacity goes negative so you can't build the construction camps needed to get back into the green again.

There are ways round this but it then risks breaking up the order things are calculated in (including possibly breaking siloing which will break multi-threading)

It's a nice idea but as with all things there are more edge cases than immediately obvious.
 
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One potential risk of this is you can end up in the situation where the SoL of your pops goes up suddenly and then your construction capacity goes negative so you can't build the construction camps needed to get back into the green again.

There are ways round this but it then risks breaking up the order things are calculated in (including possibly breaking siloing which will break multi-threading)

It's a nice idea but as with all things there are more edge cases than immediately obvious.

This is a really smart point.
 
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One potential risk of this is you can end up in the situation where the SoL of your pops goes up suddenly and then your construction capacity goes negative so you can't build the construction camps needed to get back into the green again.

There are ways round this but it then risks breaking up the order things are calculated in (including possibly breaking siloing which will break multi-threading)

It's a nice idea but as with all things there are more edge cases than immediately obvious.
The point is to get rid of construction CAPACITY concept altogether and make the government compete with private sector for construction GOOD. In a worst case scenario a shortage of construction good would occur thus making construction prices skyrocket. In order to mitigate this risk I would like to see both subsistence farms and urban centers producing a certain amount of construction good which could simulate pops doing basic construction tasks on their own and not engaging the professional construction sector.
 
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One potential risk of this is you can end up in the situation where the SoL of your pops goes up suddenly and then your construction capacity goes negative so you can't build the construction camps needed to get back into the green again.

There are ways round this but it then risks breaking up the order things are calculated in (including possibly breaking siloing which will break multi-threading)

It's a nice idea but as with all things there are more edge cases than immediately obvious.
"There are ways round this but it then risks breaking up the order things are calculated in (including possibly breaking siloing which will break multi-threading)"

I don't exactly know what this means, so maybe you already answered my question. But if construction was a good rather than a capacity, couldn't the state just take priority, so that pops get nothing for a while, again lowering their SoL?
 
"There are ways round this but it then risks breaking up the order things are calculated in (including possibly breaking siloing which will break multi-threading)"

I don't exactly know what this means, so maybe you already answered my question. But if construction was a good rather than a capacity, couldn't the state just take priority, so that pops get nothing for a while, again lowering their SoL?
Or you only convert excess construction capacity into a „construction good“ which than can be part of the need of Pops or industries and would be priced accordingly. This way, if big constructions are going on, the prices rise.
 
Perhaps unused capacity could be used to boost infrastructure? Makes sense for them to provide road maintenance and aid in recruitment speed when you're mobilizing for example.
Maybe it can make infrastructure cheaper to maintain in costs and quicker to build and more resistant to devastation and quicker to recover from the devastation.

But it does not make sense that tractors and construction crews provide extra infrastructure that roads, bridges, and trains provide.
 
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Maybe it can make infrastructure cheaper to maintain in costs and quicker to build and more resistant to devastation and quicker to recover from the devastation.

But it does not make sense that tractors and construction crews provide extra infrastructure that roads, bridges, and trains provide.

Why not? If we are paying the construction worker anyway, he can extend the local roads in his „spare time“, of course only marginally.

Or the „construction good“ is needed by the urban centers and/or other buildings, so that the infrastructure does‘nt decay.
 
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