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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 comment is reserved by the community team for gathering up dev responses for ease of reading. ✨

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

magriboy0750 said:
Good evening,great dd and a very innovative and interesting mechanic,as always with Victoria 3 so far.However,i have a few questions:
Can the maximum progress of a construction be modded by either modifers,in defines,or both?
Can the construction capacity be modded as a state,country,building or production methods modifiers?
Thanks for any replies about this.
All these parameters and more can be modded, yes!

The investment pool can be used to cover the costs of all allowed constructions, so how much you can draw from it each week depends on where your construction allocation is going, ie whether you are currently building things that can be funded by it.

On the topic of always paying wages, we used to have the construction sector fire its employees when not building things but this created a variety of weird gameplay flows and honestly just didn’t feel very good. I would for sure like to revisit this in the future and tie the construction sector even more into the market, perhaps with a housing mechanic as well.

You get an alert for unused capacity. I will think about whether we can add some benefit for unused capacity, I agree it would be good!
 
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Good evening,great dd and a very innovative and interesting mechanic,as always with Victoria 3 so far.However,i have a few questions:
Can the maximum progress of a construction be modded by either modifers,in defines,or both?
Can the construction capacity be modded as a state,country,building or production methods modifiers?
Thanks for any replies about this.
 
Will different modes of construction be relatively better for different terrains or regions? One of the reasons Japan kept using wooden structures instead of stone was due to tectonic activity, for example.
 
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  • Building a Construction Sector in a State increases the local State Construction Efficiency
I get it that the bonus works the same way vertical integration worked in V2? Adding a small construction sector will give the bonus regardless of the fact that 99% of the actual construction for this state may come from other states?
 
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It makes perfect sense that the construction sector is a government building given the way building mechanics work... but it still feels a bit weird. Does the money spent on construction (whether from the investment pool or the treasury) actually go into the construction sector building in any way? Are the wages for construction workers always paid for by the government, even if you are using Investment Pool money to build?
 
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Why are construction building operated by government ? It makes sense in a government run economy but for a classical liberal economy I wonder...
It’s a game and sometimes realism needs to go for gameplay concerns.
 
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Do buildings which just show up, like Urban Centers, take Construction?

And can you build multiple instances/levels of the same building in the same state at the same time? If I wanted to crash build the Great Po Valley Rice Paddy by stuffing it full of rice farms, would all farms build at the same time if I have the capacity for it?
 
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I like the system and I see a little of HoI there that it's not bad, seems an improved version. However seems that the big missing thing in the room is going to be the free enterprise. Having to choiche between the "public construction sector" with big costs of maintenance and other effects, or enriching the private sector and empowering the people and the characters behind it, but just paying when is needed, would be cool, maybe with an economic fight to take the contract from you. I hope that at some point this is going the be the path of expansion for this game.

It's not the first time that I say it, but as we are adding characters to the game, at some point I hope industries with names and characters, industries with a personality. Ideally one of the big expansions of this game should covering again all the thing that are missing at relase, and with a lot of improvements never seen before, especially now that Peace is more important than conquering the world with armies.
 
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"Tear down Paris! Hausmann was too timid, and brick is too short-sighted a material. We will greet the twentieth century with a new city clad in gleaming glass, a city of airships and electricity, or we will be nothing."
 
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The Construction Sector being a government building means it will be state owned and won't use or fill the investment pool nor give profit to capitalists?
 
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Can the maximum amount of Construction added per week be increased by technologies/production methods? In the written example the two top projects both get +50 Construction per week but in the image the Wheat Farm and the Iron Mine seem to max out at 20.
 
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How will massive construction projects like the Transcontinental Railroad be modeled? Especially the massive, but temporary, labor pool needed to build them?
 
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Since the capacity is nationalized, if i have a bunch of construction buildings in Maine, that will allow me to rapidly build things in California?
 
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There's a lot to be excited about here, but I do have concerns about the amount of micro implied by this system. If workers have to be paid by the state while doing literally nothing when the queue is empty, it's on the player to constantly micro the queues or destroy their own capacity if they don't have anything to build. It almost seems like these construction resources are 100% dedicated to state projects and major buildings like factories and railroads. What about private sector use of construction for minor efforts like private homes and etc. to smooth the usage curve?

It also seems like you have to switch to a more expensive, complex way of building globally instead of just doing it for buildings that need it, possibly leading to players having to juggle that setting constantly for individual buildings.
 
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Why are construction building operated by government ? It makes sense in a government run economy but for a classical liberal economy I wonder...
Yeah, agreed - this seems like a prime example of where the investment pool should be a big factor. Maybe the construction capacity is a proportion of the investment fund? With governments able to support it directly when you're still a small economy and/or don't have POPs rich enough to contribute yet.

Otherwise this is a great addition to making the overall economy feel more dynamic - buildings don't just magically appear. Very cool.
 
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