• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Victoria 3 - Dev Diary #3 - Buildings

ThumbnailTemplate_1920x1080.png

Hello again everyone! It’s Thursday again, and that means that it’s time to talk about Buildings. Buildings are a core mechanic of Victoria 3, as it is where the Pops work to produce resources such as Goods. Buildings represent a wide range of industries, businesses and government functions, from humble subsistence farms to complex motor industries and sprawling financial districts. In this dev diary, we’re going to broadly cover the main types of buildings and their function in Victoria 3.

To talk about buildings though, I first have to mention states! States are a concept that should be generally familiar to anyone who’s played some of our other games such as Victoria II or Hearts of Iron IV - a geographic unit of varying size in which much of Victoria 3’s gameplay takes place. States are where Pops live and (more importantly for our subject matter) where Buildings are located and built.

The State of Götaland in Sweden
dd3_1.png

We will return to states more in later dev diaries, but for now let’s keep talking about Buildings!

Before we start on Buildings, something that’s important to note is that Buildings are just places where Pops can work and generally do not represent a single building - a single level of Government Administration, for example, represents the necessary buildings and infrastructure to support a certain number of Bureaucrats. Buildings always need qualified pops to work in them to yield any benefit, and an empty building is just that - empty and completely useless. This holds true even for buildings like Railroads and Ports that did not need Pops to work in them in Victoria 2.

Most buildings are directly constructed, but some (like the Subsistence Buildings below) will appear automatically based on certain conditions. When Buildings are constructed, the construction uses Pop labor and goods, and the costs involved will be subject to market forces.

But onto the different building types! First out, we have Subsistence Buildings. These are a special type of highly inefficient Buildings that cannot manually be built or destroyed, but rather will appear anywhere in the world where there is Arable Land that isn’t being used for another type of building. The vast majority of the world’s population starts the game ‘working’ in subsistence buildings as Peasants, and much of the game’s industrialization process is about finding more productive employment for your Peasants.


Peasants eke out a meager living in these Subsistence Farms, contributing little to GDP and taxes per capita
dd3_2.png

Another special type of building is Urban Centers. Like Subsistence Buildings, these are automatically created rather than built, with the level of Urban Center in a State being tied to the amount of Urbanization generated by its other buildings. Urban Centers primarily employ Shopkeepers and provide a number of important local functions that we will get into at a later point.


The Urban Center is where you’ll find most of your middle-class Shopkeepers
dd3_3.png

Next up we have Government Buildings. These are buildings that are fully funded by the state (ie, you!) and provide crucial civil services required for the smooth running of a Victorian nation. Examples include Government Administrations where Bureaucrats produce Bureaucracy for the administration of incorporated states and funding of Institutions, and Universities where Academics produce Innovation for technological progression.


Bureaucrats work in Government Administrations to provide Bureaucracy - the lifeblood of the government
dd3_4.png

The counterpart to Government Buildings is Private Industries. The vast majority of Buildings in Victoria 3 fall under this category, which includes a broad range of industries such as (non-subsistence!) farms, plantations, mines and factories. Unlike Government Buildings, Private Industries are not owned by the state but rather by Pops such as Capitalists and Aristocrats, who reap the profits they bring in and pay wages to the other Pops working there (usually at least - under certain economic systems the ownership of buildings may be radically different!).

Many of these buildings are limited by locally available resources such as Arable Land for agriculture and simply how much iron is available in the state for Iron Mines. Urban Buildings such as Factories however, are only limited by how many people you can cram into the state, simulating the more densely populated nature of cities. In short, there is no system of building ‘slots’ or anything like that, as we want limitations on buildings to function in a sensible and realistic way.


Several different types of Private Industries are shown below
dd3_5.png

Finally there are Development Buildings. These are often (but not always!) government buildings that distinguish themselves by providing vital state-level functions. A couple examples are Barracks that recruit and train soldiers from the local population and Railways that provide the Infrastructure other buildings need to bring their goods to the Market.


From left to right: Barracks, Port, Naval Bases and Railway
dd3_6.png

To finish up this dev diary I just want to mention that building up your country is meant to be more of a hands-on experience in Victoria 3, as this is absolutely core to the society-building aspect of the game and forms a major part of the game’s core loop. This naturally also means that we need to give the player the necessary tools to manage their buildings in a large empire, which may involve some form of autonomous building construction, though we haven’t yet nailed down exactly what form that would take (and whether it will involve decision making on the part of the investor class). Ultimately though, we want the player, not the AI to be the one primarily in charge of the development of their own country.

Well, there you have it. There is of course a lot in here (such as Production Methods) that will receive further explanation in the many more dev diaries we have planned, so be sure to tune in next week as I talk about Goods. See you then!
 
  • 458Like
  • 204Love
  • 24
  • 17
  • 10
  • 1Haha
Reactions:

Reacts71

Recruit
36 Badges
Jun 10, 2017
6
44
  • Cities: Skylines
  • Crusader Kings III
  • Prison Architect
  • Imperator: Rome
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Victoria 2: A House Divided
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
Why does the image for one of the resource buildings (what seems to be a sawmill?) not include an icon representing the resource it produces whereas the other 2 (what I assume are an iron mine and a harbor/dock for fishing) do?
 
  • 3
Reactions:

Tovarits

Second Lieutenant
90 Badges
Jul 24, 2008
146
341
  • Victoria: Revolutions
  • Pride of Nations
  • Victoria 2: Heart of Darkness
  • Surviving Mars
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Victoria 2: A House Divided
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: No Step Back
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Island Bound
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Galaxy Edition
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
Can peasants own their farms without aristocracy, like in the Scandinavia in most parts was?

Will advances in mining and refinery techniques open new ore deposits, or is it handled via prospecting? Can ore deposits run dry completely?
 

Wizzington

Game Director (Victoria 3)
Paradox Staff
41 Badges
Nov 15, 2007
12.513
137.622
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
I know this development visions will not change, but a realy strong point in victoria 2 was the private sector being independent from the government (player) with the laissez faire policy.

The Government deciding to produce lumber has sense in planned economy, not in laissez faire.

I suppose is easier to let the player micromanage the production that coding a better AI.
Honestly, while AI is of course a challenge the main reason for this is that which buildings are built in your country is so fundamental to the both the economic gameplay and society building aspect of Victoria 3 that we don't think it makes sense to not let the player interact with it. We don't want the game to play itself, so to speak.
 
  • 115
  • 67
  • 38Like
  • 14
  • 2Love
Reactions:

天皇の神風

Second Lieutenant
May 23, 2021
158
736
"...there is no system of building ‘slots’ or anything like that..."

You can't imagine how much i loved to read that. It put my "stellaris" fears to rest.

Great Dev Diary! Thanks for the hard work and plz keep it up!
 
Last edited:
  • 3Like
Reactions:

adl805

Private
8 Badges
Dec 21, 2020
11
38
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Surviving Mars
  • Victoria 3 Sign Up
Another question! Can you make subsistence farms crash if you import or produce very cheap food and force the habitants out of it or they don't depend on the price of foods in the market?
 
  • 2
  • 1Like
  • 1
Reactions:

Jarnus

Recruit
19 Badges
Oct 23, 2016
4
23
  • Crusader Kings II
  • Cities: Skylines
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Sounds good! The building pictures look beautiful. But I don't think they are good icons. I would prefere more stylized and easy to remember icons für industries - just like the character traits in ck3 for example (or the good icons in anno 1800 to name another game about the era). victoria 3 is a very information heavy game - clear icons help process informations faster!
 
  • 1
  • 1Like
Reactions:

Rascal Nag

Sergeant
59 Badges
Jan 22, 2013
63
144
  • Crusader Kings II
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Sengoku
  • Stellaris: Distant Stars
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Tyranny - Bastards Wound
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Semper Fi
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
So a single RGO per province as a concept is dead? That's wonderful, seems way more flexible in a realistic manner. I notice though that I can only see three types of resource buildings based on the icons - fishing docks, lumber mills and iron mines I think - is that because those are the only thing available in that province? Would icons for coal mines, sulphur mines, rubber plantations, tropical wood, etc. show up in the appropriate areas as well? Or are the shown handful of options meant to encompass many different types of resources? Such as the lumber mill being able to output tropical wood if it's in the right place, or the mine outputting coal if that's the resource around it?

Also, I understand the player should ultimately be the national gardener here, but if the player chooses to give investors the freedom of a much looser economy policy I would love to seem them get the freedom to do their own thing, scaling that autonomy up with increasingly liberal policies! It's part of the risk-reward of liberalizing in my opinion - the risk of bad investments on the part of investors, but the reward of an economy that can self-sustain and even reach critical mass without full player micromanagement. Obviously this would only work if the AI worked better than prior Victoria games' AI, but I believe!
 
  • 8Like
  • 1
Reactions:

InYourHeart

Corporal
Dec 19, 2019
30
140
I noticed that some buildings seem to employ different maximum amounts of pops.

For example, the subsistence farms, which seem to be at level 26, can employ up to 260k pops, so 10k per level, while the Urban Center, at level 2, employs 10k pops, so 5k per level.

This seems pretty clear, but since it wasn't explicitly said, can we get confirmation that this is indeed how it works?
 
  • 1Like
Reactions:

WhyWhimsy

Corporal
37 Badges
May 5, 2020
28
111
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • War of the Roses
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
This naturally also means that we need to give the player the necessary tools to manage their buildings in a large empire, which may involve some form of autonomous building construction, though we haven’t yet nailed down exactly what form that would take (and whether it will involve decision making on the part of the investor class). Ultimately though, we want the player, not the AI to be the one primarily in charge of the development of their own country.
This definitely sounds like a hard decision. On the one hand letting the investor class make these decisions is probably a more realistic way to go and does something to depict the free market, but it makes the player less involved and generally sounds less fun as well as most likely making fewer playstyles feel 'optimal' or 'viable.'

I don't think either is a better choice and it'll probably come down to preference, so possibly making this a game rule / option would be nice compromise.
 
  • 6
  • 2
Reactions:

Ferrous Will

I Invoke The Ancient Power That I May Return!
130 Badges
Jul 17, 2012
1.715
5.633
  • Sword of the Stars II
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Snowfall
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Magicka 2
  • Cities: Skylines Deluxe Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis III Complete
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
Honestly, while AI is of course a challenge the main reason for this is that which buildings are built in your country is so fundamental to the both the economic gameplay and society building aspect of Victoria 3 that we don't think it makes sense to not let the player interact with it. We don't want the game to play itself, so to speak.
Vic2 had the national focus mechanic to address this. Perhaps instead of ditching that, update that system somehow?
 
  • 11
  • 5
  • 1Haha
  • 1
Reactions:

Rascal Nag

Sergeant
59 Badges
Jan 22, 2013
63
144
  • Crusader Kings II
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Sengoku
  • Stellaris: Distant Stars
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Tyranny - Bastards Wound
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Semper Fi
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
Another question! Can you make subsistence farms crash if you import or produce very cheap food and force the habitants out of it or they don't depend on the price of foods in the market?
They did mention closer to the announcement you could use your economy offensively like this if you chose to do so if I remember correctly. I imagine it would just be a matter of bringing them into your market or setting up exports to them with the product you mean to outcompete them with. But would love to hear more clarification from the devs on this.
 

thedarkendstar

General
20 Badges
Mar 13, 2012
1.972
3.587
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Crusader Kings III
  • Imperator: Rome
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Naval War: Arctic Circle
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Honestly, while AI is of course a challenge the main reason for this is that which buildings are built in your country is so fundamental to the both the economic gameplay and society building aspect of Victoria 3 that we don't think it makes sense to not let the player interact with it. We don't want the game to play itself, so to speak.
I understand this so wanting to give the player control is good but at the same time you agree there should be a way for large nations to manage buildings in states without intense micro all I ask is that if an autobuilder is implemented to help deal with this it work really well I just have a really bad experience with stellaris and worry about this greatly.
 
  • 8
  • 1Like
Reactions:

acidsun

First Lieutenant
38 Badges
Mar 14, 2011
217
1.199
  • Europa Universalis III
  • Stellaris
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Magicka
  • Crusader Kings II
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Stellaris: Nemesis
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines
Yes

Ruin your rivals by embargoing or manipulating the prices of paper so that his bureaucracy collapses!!!

This is Victoria at its best
 
  • 8Love
  • 2Like
  • 2Haha
Reactions:

Wizzington

Game Director (Victoria 3)
Paradox Staff
41 Badges
Nov 15, 2007
12.513
137.622
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
Do subsistence farms have a product? If not, who's paying the peasants?
Yes, subsistence farms produce a small surplus, most of Peasants' labor is self-sustaining though so they're only marginally integrated into the wider economy.
 
  • 51Like
  • 25
  • 1Love
Reactions: