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Victoria 3 - Dev Diary #13 - Standard of Living

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Hello again and welcome to yet another walkthrough of some interrelated systems fundamental to Victoria 3’s economic model: Standard of Living, Wealth, Pop Needs, and Consumption.

All Pops in Victoria 3 have a Standard of Living score between 1 and 99, which represents - by a perfectly scientific and objective metric, don’t @ me - precisely how great their life is. Pops with levels 1-4 are labeled Starving, levels 5-9 are Struggling, and so on through Impoverished, Middling, Secure, Prosperous, Affluent, Wealthy, Lavish, and at levels 60+, Opulent. We don’t really expect a lot of Pops to reach levels 60+ but - knowing you folks - we’ve left plenty of headroom to accommodate your mad economic experiments.

Standard of Living affects two major aspects of the game: birth- and death rate, and Pop loyalty.

Birth rate is simply the percentage of children born to Pops each year, while death rate is the percentage of Pops who die. Both values start out high and decline with increasing Standard of Living, but birth rate declines slower than death rate, leading to a net increase in population growth with increasing Standard of Living. This system models that increasing Standard of Living tends to lead to longer life expectancy but declining natality. Each parameter can be modified independently by a variety of effects.

Scratch your priesthood’s back and they’ll scratch yours. Note that Interest Group Traits can vary between Interest Group variants, so a different religion might provide a different benefit.
fruitful.png


There are side effects to emancipation! But while reduced population growth here initially appears to be a penalty, increasing the proportion of industrial workforce at the same time tends to lead to increasing Standard of Living, which provides a net increase in population growth.
women-workplace.PNG

Pop loyalty is altered whenever their Standard of Living increases or declines from its current value. Martin will get into much more detail on this in next week’s Development Diary on Political Movements.

A Pop’s Wealth attribute forms the foundation for its Standard of Living. Pops can also gain more intangible boosts or penalties to their Standard of Living from any number of sources.

Pops accumulate Wealth over time while their weekly income exceeds their weekly expenses. Conversely, if a Pop’s expenses exceed its income, Wealth will decline. How large their expenses are depends on what and how much they consume, which is also dependent on their Wealth. What this means is that as long as a Pop’s income remains the same, and the cost of the goods and services in their state and market remains the same, that Pop’s Wealth will over time drift towards exactly the level of consumption they can afford to sustain. Of course, as Wealth changes the consumption also changes, which affects the prices of the goods in the market, which might in turn affect their wages, dividends, etcetera.

This weekly shortfall of funds will eventually lead to a reduction in Wealth and thereby consumption, but since the shortfall is only a small fraction of its income it will take several months to have an impact on the Wealth score and thereby the Standard of Living.
peasant-net-income.PNG

Wealth has a number of functions in addition to forming the basis for Standard of Living. A Pop’s raw Political Strength (excluding any such power conferred by the country’s Voting Franchise, which is treated separately) is dependent on their Wealth. Some privately operated Institutions provide benefits to Pops only in relation to their Wealth. Many Professional Qualifications also require Pops to have a certain amount of Wealth.

Each Wealth level is defined by a set of Needs and an amount of “value” that needs to be spent on goods to fulfill that Need. This “value” is defined in goods base prices, such that the Need for Standard Clothing for a Pop of size 10,000 with Wealth level 14 might be fulfilled by buying £87 worth of Clothes, assuming perfectly balanced supply and demand. If the actual price of Clothes where the Pop lives is over-demanded, their cost to fulfill this need will also be higher. As a result, cheaper goods means wealthier, happier Pops.

This Peasant Pop’s Wealth is low (6), so it consumes only the basic necessities.
simple-needs.png

Many Needs can be satisfied by a variety of different goods. For example, the Need for Heating requires Wood, Fabric, Coal, Oil, and/or Electricity. These can be purchased in any combination assuming the total base prices add up to the required value. When given this option Pops will attempt to make a rational purchase decision based on which goods are the most available, satisfying their Need with some mix of these goods or even only one, if that’s the only one available. In this way an inland, isolated state might not consume any Fish at all as long as it has sufficient Grain, Fruit, Meat, or even packaged Groceries to satisfy their Need for food.

A breakdown of how the Peasants in Ceylon spent their heating budget this week.
heating-for-peasants-in-ceylon.png

Goods can also appear in several different Needs categories. Groceries, Meat, and Fruit can fulfil the need for both Basic Food and Luxury Food, but Grain or Fish can only fulfil the need for Basic Food. As a result, maintaining only Millet Farms and Fishing Wharfs to meet your food needs will mostly satisfy your poor Pops, while focusing on Livestock Ranches and Banana Plantations will cause wealthy Pops to inflate the price of the available food supply and further impoverish the poor. Operating productive Food Industries that can turn Grain and Fish into Groceries is good for everyone in your country, and frees up any available supply of Meat and Fruit to be consumed by those with a Need for Luxury Food.

A breakdown of who requires Basic Food and how it can be fulfilled.
basic-food-substitution.png

Lower Wealth levels have only a handful of Needs, such as Simple Clothing, Heating, Basic Food, and Intoxicants. The middle levels introduce more refined Needs like Household Items, Services, Luxury Drinks, and Free Movement. Really wealthy Pops consume increasingly vast quantities of Luxury Goods to impress and outdo their peers. In some cases Needs disappear entirely in favor of more diverse Needs. The Need for Simple Clothing which can be satisfied by both Fabric and Clothes will, as a Pop is raised from abject poverty, be gradually phased out by the Need for Standard Clothing which include only professionally sewn items.

Compared to the Wealth 6 Peasants, these Wealth 17 Bureaucrats are more diverse in their requirements.
middle-needs.png

Introducing new goods into your market will help you diversify your economy and alleviate the demand on crucial industrial goods. Importing Oil - either petroleum from newly discovered deposits or whale oil from the few places in the world that produce it - will cause your Pops to buy some quantity of it for heating instead of Coal or Electricity, which lowers the price of those goods and help make your industries more profitable. Introducing Opium into your market will decrease Pop demand for Liquor and Tobacco... for good or ill.

Some goods are favored over others by default if available. Once Electricity is available to them, due to its convenience Pops will prefer to buy it over Wood or Coal, even if they’re the same price. Some goods can be replaced by other goods entirely, while others will always be required to some bare minimum. Train travel can completely replace the need for having your own Automobile to drive around in, but having an Automobile doesn’t ever completely remove the need for an occasional train ride to see your cousin who lives all the way in Paris.

In addition to these factors cultures can develop Obsessions for certain goods, and some even have Taboos they must abide by. A country can also encourage or discourage the consumption of certain goods using Authority, perhaps in an effort to avoid enriching a hated enemy or entice Pops to buy something that’s heavily taxed over something that is not. This impacts the purchase habits of Pops affected despite this being irrational from a strictly financial perspective.

What if the Bengali were obsessed with the status afforded to them by Luxury Furniture? This could happen due to events, or organically because Luxury Furniture is a really prevalent luxury good in markets where a lot of Bengali Pops live. But even if this habit is developed around their homelands, Bengali Pops that migrate abroad - to the USA or Australia or Japan - will continue preferring Luxury Furniture to other luxury goods, and will suffer financially if the same level of access is not available there.
bengali-obsessions-taboos.png

Let’s close out by considering the difference between this and the consumption model from previous games. In Victoria 2, Pops have different Life, Everyday, and Luxury Needs based on their Type (what we call Profession in Victoria 3), both in types of goods and quantities. Pops in Victoria 2 always strive to get promoted into Types which require more advanced, luxurious goods in larger quantities, but will fail to do so if they cannot afford it. Since certain advanced Types of Pops in Victoria 2 perform their duties objectively better than their less advanced counterparts (e.g. Craftsmen, Clerks) it becomes important to retain access to advanced goods in order to ensure that your workforce is internationally competitive.

In Victoria 3 this formula is turned on its head. An Engineer is not intrinsically better than a Machinist who is not intrinsically better than a Laborer, and there’s no ideal national proportions between them you need to maintain in order to maximize your competitiveness. Different Professions do fulfil different functions, but it’s the Production Methods of the Buildings they work in that determine what function they serve. By choosing what Buildings to construct and which Production Methods to activate, you create the opportunities for these Professions which in turn impose changes to the population. What types of goods you need to ensure access to in order to keep your population satisfied is not driven directly by what professional opportunities you have created, but rather by what Wealth development and Wealth distribution these changes have resulted in.

Professions that are part of the Middle Strata in this state are considerably better off than those in the Lower Strata, and not far off from the Upper Strata. It’s very likely this state hasn’t started industrializing yet, since Shopkeepers - who run the pre-industrial economy - are Middle Strata, and Upper Strata Aristocrats aren’t always particularly wealthy if their income originates from exploiting the Peasantry on Subsistence Farms. Since the Middle Strata is already wealthy enough to demand Transportation, construction of Railways in this state is likely to be both profitable and beneficial for population growth and general happiness.
sol-breakdown.PNG

As a result, Pops in Victoria 3 won’t always strive to ascend to a higher social strata, nor will an Aristocrat always have a higher income or goods consumption Needs compared to a Clerk. All of this is driven by market forces - a qualifying Clerk would gladly become an Aristocrat on available land if that comes with a higher income than remaining a Clerk, and this increased income will gradually result in an increase in their Wealth and consumption demand. Conversely, Aristocrats don’t demote to Laborers because they can't acquire enough goods to sustain their lifestyle - they would only turn to such desperate measures if they become landless (unemployed) and are trying to avoid starvation, or if by some miracle taking on a relatively well-paid Laborer job in a particularly profitable factory would actually yield a greater paycheck than their failing farm provides them with.

In practice this means that it's important in both games to secure your populations’ basic needs to prevent starvation and dissent, followed by appeasing their desire for ever more advanced or exotic goods in larger and larger quantities to increase the size of your economy and power on the world stage. But while reaching this commonly pursued end goal in Victoria 2 often meant pursuing a certain optimal population distribution no matter what else happened throughout the game, the Professions of the Pops you end up with could be vastly different between games in Victoria 3! If you build a colonial plantation economy, your Aristocrats might remain as dominant by endgame as they were at start. If you're a manufacturing powerhouse on the cutting edge of technological progress, your middle strata Pops might come to rival the Capitalist class in wealth and power. If your high taxes are reinvested in vast Institutions your power base might be dominated by Bureaucrats and Academics. If your workers own the means of production, your Laborers might even be wealthier - and consume more luxuries - than your neighbor's Aristocrats.

These possibilities for diverse Pop distributions also result in very different political tendencies in your population, which lead to demand for different kinds of Laws. While in Victoria 2 it’s primarily the rising Consciousness of a greater ratio of more advanced and literate types of Pops that drives a desire for reform in a liberal direction, Victoria 3’s more open-ended consumption model and the diversity of Professions it can create could result in your population having very different political desires by endgame depending on the path you’ve taken. This requires your political machinery to be working in tandem with your economic engine, both to create the right conditions for your Pops and to satisfy their changing desires.

Next week, we will learn more about these desires as Martin introduces us to Political Movements, which themselves are strongly connected to Standard of Living. Until then!
 
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Make Victoria 3

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That's exactly right! Which means that taboos and obsessions concentrate demand in certain goods but not others, increasing their prices and making things overall more expensive for Pops depending on them.
Then i would suggest to replace the intoxication category by entertainment (or whatever term fits better), so you can also have non harmful things in that category to get your pops obsessed with. Just imagine the abolushionists (edit: I meant prohibishionists) being like "Don't drink alcohol! Use weed instead???" And the higher the % of harmful entertainment is the worse it is for your pops of course, while theaters or sport (or strategy games) are at least neutral, but can be beneficial for your nation if consumed a lot.
 
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Given that heating requirements are simulated, will these vary with climate and season? If we could wind up with situations like coal shortages in winter because demand increases would be amazing.
Unfortunately seasonal shifts in goods supply and demand cannot be easily simulated in our model, as we assume rational stockpiling happens behind the scene. As for climate, the production of goods varying by climate is simulated to some degree by permitting some buildings to be built in some states but not others - for example, some regions can grow Coffee and others cannot, some regions have Rice Farms and others have Wheat Farms - but the consumption of different goods cannot be made to depend on climate, time of year, or the combination of the two. However, the goods substitution system does permit for distinctions in consumption based on availability, so Pops don't smoke opium in markets where it's not present, and can subsist only on Fruit if that's the only food that's available.
 
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After a while, I believe it’s a breakdown of what x pop uses which material as a heating material However, it still takes a while for me to figure what each number means and I feel it would be better presenting it as a table.

Maybe as I play the game it will be better, but that’s a observation I noted.
I think if you saw vic 2 for the first time you'd spend a long time having no idea what things meant - none of the people icons made any sense, they had to be learnt that the one with the 'x' colour meant 'x' profession.

The sshot is showing that they spend £500 on heating, from 4 sources, the top line showing the units of that source they purchase and the % split, the 2nd line shows the cost and % split, ordered by most to least.

One reason I agree with you and dislike this format is that if you have 8..9..10 sources, how large will the tooltip be or will it be yet another '..and 7 other sources'. To me the ui isn't bad in itself, I think the ui designers are doing a good job, I just don't feel it's a good job for this type of game where data is so important and multi row data is very regular. It's as though they've gone more for the pictoral experiance so many games go for now that is a more sparse and better suited for smaller amounts of information, rather than a more data driven model that these games, especially this one will want to have.
 
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On the back of that, does climate affect needs, ie heating?
Not at the moment, it's something I've thought about but we probably will not have for release at least.
 
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Do taboos affect pops views on working to produce a certain good? Say if my pops have taboos against alcohol, would producing it give me a guaranteed export good or will my people dislike having to produce something they abhor?
Pops don't have an aversion to working in industries producing a taboo right now. It's an interesting idea though, maybe it's something we can explore at a later point.
 
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Does death rate become greater than birth rate for pops with with very low (<4, Starving) standard of living, or is it impossible to make the population starve to death no matter how bad their conditions get?
 
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Very cool dev diary. Hope someone knows how to make a population pyramid mod once its out. I mean if you dont already have it. Victoria 3 really has the potential become something very special. I can already imagine that the modern era mod teams are going to have a blast. All these systems are perfectly designed for international competition and gameplay in the absence of active wars. Just keep the good stuff coming ;)
 
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I believe that in the lower end of SoL, increasing SoL also increases birth rate (you have more kids if you're not starving and such).

Seems to me that, as long as the income vastly exceeds expenses, there should be a positive effect on birth rate. In many 21st century economies, we're seeing the beginnings of a 'J-curve' in fertility, where the most educated and wealthy women have the highest birth rates.

(I wouldn't read too much into the birth rate of non-HS graduates - that includes current HS students who *should* have a low birth rate)
 
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Seems to me that, as long as the income vastly exceeds expenses, there should be a positive effect on birth rate. In many 21st century economies, we're seeing the beginnings of a 'J-curve' in fertility, where the most educated and wealthy women have the highest birth rates.
3FF70812-9A74-4375-BC02-1EBA2D37DB99.jpeg
 
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Goods can also appear in several different Needs categories. Groceries, Meat, and Fruit can fulfil the need for both Basic Food and Luxury Food, but Grain or Fish can only fulfil the need for Basic Food. As a result, maintaining only Millet Farms and Fishing Wharfs to meet your food needs will mostly satisfy your poor Pops, while focusing on Livestock Ranches and Banana Plantations will cause wealthy Pops to inflate the price of the available food supply and further impoverish the poor. Operating productive Food Industries that can turn Grain and Fish into Groceries is good for everyone in your country, and frees up any available supply of Meat and Fruit to be consumed by those with a Need for Luxury Food.

Does this mean we can actually get Giffen goods?

Like the classic rising price of grain makes poor people less able to buy meat so they start to buy even more grain.
 
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aantia

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Very nice! Although I would like to reiterate my request from Twitter that you make sure to put all the units wherever they're relevant, even if it's redundant (there are a couple of places where it doesn't say 'per week' or similar). That would make it easier for me to track what's going on, especially as a new player or when coming back to it after a few months.

Also, a question: why did you decide to use a euphemism instead of 'classes'? You appear to have just swapped 'strata' in instead, which looks rather odd (and has already lead to grammar issues in your DD!).

If you feel like 'classes' is inaccurate in some way, could you at least just use three strata (i.e. Lower Stratum, etc)?
Renaming 'Profession' to 'Stratum' would also make sense, but then they would clash confusingly with the lower/middle/upper strata when you're talking about multiple Professions (it just occurred to me that this could be why you decided not to use the term 'Classes', which would have the same problem).
 
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Make Victoria 3

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Very nice! Although I would like to reiterate my request from Twitter that you make sure to put all the units wherever they're relevant, even if it's redundant (there are a couple of places where it doesn't say 'per week' or similar). That would make it easier for me to track what's going on, especially as a new player or when coming back to it after a few months.

Also, a question: why did you decide to use a euphemism instead of 'classes'? You appear to have just swapped 'strata' in instead, which looks rather odd (and has already lead to grammar issues in your DD!).

If you feel like 'classes' is inaccurate in some way, could you at least just use three strata (i.e. Lower Stratum, etc)?
Renaming 'Profession' to 'Stratum' would also make sense, but then they would clash confusingly with the lower/middle/upper strata when you're talking about multiple Professions (it just occurred to me that this could be why you decided not to use the term 'Classes', which would have the same problem).
As already stated they make the system less strict, because a farmer from a very wealthy nation can be richer than an aristocrat from poor one or maybe this can happen even within the same nation.
 
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alanschu

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After a while, I believe it’s a breakdown of what x pop uses which material as a heating material However, it still takes a while for me to figure what each number means and I feel it would be better presenting it as a table.

Maybe as I play the game it will be better, but that’s a observation I noted.

Was just curious because it might help get an idea as to what changes could be.

To me it reads quickly as

[Good]
[How much of good] [Proportion of Need satisfied by good]
[Total cost of good] [Proportion of Cost of Needs satisfied by good]

So for me it is quickly:
- We use 10.0 Fabric which costs $238.
- 51.4% of our heating needs are satisfied with fabric. 48% of our heating costs go to fabric.

That second point is handy for seeing if there is a particular need for your pops. If we drink liquor for 40% of our intoxication needs, but it's taking up 50% of our costs, we can help alleviate those costs by producing more liquor.


That said, if you don't see that easily, then there's possibly some iteration needed on the UI to help make it more intuitive. (alternatively, education via tutorial can help a bit as well) so it's good that you share that it's opaque because it's unlikely you're the only one :)

I find stuff like this interesting because what can seem obvious to one person may not to another and I can be bad for taking for granted that if it seems clear to me, it must be clear to others lol
 
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Wizzington

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Shouldn't tropical places have a lesser demand of heating goods? While cooking would be represented, home heaters wouldn't be that of an issue.
Realistically? Absolutely. Would I like this to be in the game? For sure. However, this is also the kind of mechanical addition that I'm alright with not having in release and add in a at a later point, because it's more of a nice detail than a crucial mechanic (Heating is not a very significant part of expenses). I would also want a system like this to be used in other cases where it makes sense and I wouldn't just want to make it as simple as 'Pops in hot regions enjoy a higher average standard of living due to reduced heating expenses while Pops in cold regions are poorer'.
 
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lachek

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How broadly does the "women in the workplace" law apply? Women were in the "workplace" since the beginning of human civilization, whether it be in cottage industries or in farming or even in factory settings- the Industrial Revolution was kicked off by women working power looms after all, and this was before the development of feminist thought. I think there ought to be women in low-strata jobs from the get-go, and feminist-inspired workplace involvement should apply specifically to middle and upper strata professions. I hope different professions can have different worker gender ratios- it should be easier to get more women into industrial or clerical work than it would be to have an gender-integrated military with an balanced gender distribution. At the extreme end of this, gendered industries like aforementioned textiles industry could have "inverted" gender distributions.
Professions can actually have different Dependent ratios, but we're not quite sure to what extent we will distinguish them yet as too drastic differences between them can lead to some counterintuitive game dynamics.

However, this is one of the major reasons why we've chosen to go with the term "Workforce" and "Dependents" instead of Men and Women - it's not intended to be the case that at a 1/4 ratio, everyone in the Workforce is a man and every Dependent is a woman. Rather, it's that when Women in the Workplace become the norm, more Dependents join the Workforce.
 
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MohawkWolfo98

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Was just curious because it might help get an idea as to what changes could be.

To me it reads quickly as

[Good]
[How much of good] [Proportion of Need satisfied by good]
[Total cost of good] [Proportion of Cost of Needs satisfied by good]

So for me it is quickly:
- We use 10.0 Fabric which costs $238.
- 51.4% of our heating needs are satisfied with fabric. 48% of our heating costs go to fabric.

That second point is handy for seeing if there is a particular need for your pops. If we drink liquor for 40% of our intoxication needs, but it's taking up 50% of our costs, we can help alleviate those costs by producing more liquor.


That said, if you don't see that easily, then there's possibly some iteration needed on the UI to help make it more intuitive. (alternatively, education via tutorial can help a bit as well) so it's good that you share that it's opaque because it's unlikely you're the only one :)

I find stuff like this interesting because what can seem obvious to one person may not to another and I can be bad for taking for granted that if it seems clear to me, it must be clear to others lol
Now that u lay it out I can understand it now, thanks :) But yeah I didn’t understand what “40% of the cost” meant and how do u act in that info until u explained it. It might take some time to get used to but hopefully when the game launches and as you begin to play it more we can get used to ut :)
 
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