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Victoria 3 - Dev Diary #71 - Autonomous Investment in 1.2

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Hello and welcome to another Victoria 3 dev diary! Today’s diary marks the start of dev diaries about Patch 1.2, which is the next major upcoming patch for Victoria 3 (release date to be announced). As with 1.1, 1.2 will contain a slate of bug fixes, UX improvements, AI improvements and so on, but also some more significant changes to game mechanics, which we’re going to go over in these dev diaries.

The particular changes we’ll be talking about today, as alluded to by the title, is Autonomous Investment, which is something we said we were going to look into for our post-release plans back in Dev Diary #64. What we said back then is that while we are never going to take construction out of the hands of the player entirely, we were open to the idea of non-government entities constructing buildings in a way not directly controlled by the country, and what we came up with is a system where the Investment Pool will be used by private entities to construct different types of buildings depending on your economic laws.

Before going over how all this works, I first want to mention that we recognize that the community is somewhat split on the issue of autonomous construction, and as such, we’ve opted to create a new Game Rule for Autonomous Investment. By default, Autonomous Investment is enabled, which puts the Investment Pool out of the hands of the player, but you can choose to disable it, which puts the Investment Pool back in the player’s hands and makes it work exactly as it does in the current 1.1.2 version of the game.

The Investment Pool Game Rule allows you to enable or disable autonomous construction with Investment Pool funds, depending on your personal preference
DD71_1.png


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Regardless of whether Autonomous Investment is enabled, the Investment Pool works pretty much the same as it did before: Certain Pop Types with ownership shares in buildings pay part of their dividends into the Investment Pool, the funds in which can then be drawn on for construction. There are, however, a few key differences in 1.2 compared to 1.1.

Firstly, the types of Pops that invest have been expanded from just Aristocrats and Capitalists to also include Farmers and Shopkeepers. Capitalists invest the highest percentage of their dividends (20%), followed by Aristocrats at 10%, with Farmers and Shopkeepers investing only 5% each. The rationale here is that it wasn’t only the wealthiest in society who invested in new businesses, and this also allows a small degree of investment under laws which strip ownership away from the Capitalists and Aristocrats (but more on that next week).

Secondly, the proportion of dividends that are paid into the Investment Pool varies in 1.1 based on your laws, which can have some pretty bizarre effects, such as switching to Laissez-Faire suddenly creating a bunch of Capitalist Radicals because they are now investing more money and thus end with a drop in their Wealth. The proportion of funds that are invested is now a fixed percentage based on pop type, which is then subjected to an efficiency bonus: Capitalists always invest 20% of their dividends, for example, but under Laissez-Faire, this investment is more efficient and ends up contributing more money to the Investment Pool.

There is also a general investment efficiency bonus for payments into the Investment Pool in small and mid-sized economies, and a penalty in very large ones, to ensure the Investment Pool is also relevant for mid-sized countries while not growing to such absurd proportions that it cannot possibly be spent in a 10 billion GDP country. These efficiency bonuses are meant to abstract a system of foreign investment, which is something we’ve also mentioned is on our radar in Dev Diary #64 but is a bigger rework that we are not tackling yet in patch 1.2.

Agrarianism gives a hefty bonus to the investments of your Farmers and Aristocrats, but reduces investments from Capitalists and greatly limits the types of buildings they can put their money into.
DD71_3.png

So how then, does the Investment Pool funds get turned into buildings when Autonomous Investment is enabled? Well, autonomously, of course! With Autonomous Investment, the Construction Queue is split into Private and Government Constructions, with Government Constructions being anything (regardless of whether it’s a Government building or not) ordered to be built or auto-expanded by the player or country-level AI, while a Private Construction is anything the Pops themselves are building. The Construction capacity of the country will be split between the Private and Government queues in a proportion based on your economic law, though if there isn’t enough constructions queued of one type to use its full allocation, the excess can be used by the other queue instead.

In the construction screen, you’ll be able to see what the next planned Private Construction will be, along with its current funding level. The funding level is a calculated value based on both the total funds available in the Investment Pool as well as the weekly funds coming into it, and can fluctuate based on the Market price of Goods used in construction. Once a project is funded and ready, it’ll be added to the private Construction Queue the next tick. Private Constructions, unlike Government ones, cannot be reprioritized or canceled - they will always be built in the order they are queued up by the Pops.

Though the Government is currently building nothing in France, there are several private constructions in progress, and plans for the expansion of the Alsace-Lorraine iron mines. Note that this UI is highly WIP!
DD71_4.png

Pop-ordered constructions use a variant of the standard construction AI which doesn’t take into account the country-level AI’s strategic objectives and prioritizes the creation of profitable buildings which will create lucrative jobs for the investing Pop types, but they will also take some more ‘strategic’ factors into account, such as building railroads in low-infrastructure states. Just as with the country-level AI, they also have access to the system of Spending Variables described in Dev Diary #59, which means that they do not operate on a snapshot of the current Market but understand factors such as the impact that already queued buildings (private and government-ordered both) will have on prices once completed and staffed.

Since Autonomous Investment does not only affect player countries, you might be wondering how well this system works together with the AI? The answer is that it actually works quite well! Together with a bunch of AI improvements and fixes in 1.2, this has resulted in more stable economic growth for AI countries and especially seems to have given Great Britain a boost, as the private sector doing its own thing means that the economy is usually growing even if the country’s treasury is having issues, at least as long as the Pops investing into private-sector growth are making healthy profits. There’s still some issues, particularly when AI runs out of available workforce late game, that we are hoping to tackle before 1.2 releases to further improve the AI’s economic growth.

Screenshot from a hands-off game taken in 1908. While there’s certainly still room for improvement and some countries like France and Prussia have underperformed due to wars and turmoil (and Austria continues to overperform compared to history), it’s definitely looking better than in 1.1.2.
DD71_5.png

That’s it for today! Join us again next week as we go over more changes to the economy in 1.2, with a particular focus on Economic Laws and the introduction of Government Shares in buildings.
 
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1. Would it be possible to set a limit to you Mr government construction queue portion below the max of the law. I imagine that lategame economies you might have pursued a lean government with a massive economy. You might not want to use your full allocation all the time and that would lead to needles micro.

2. Are you planning to have mechanist and engineer respectively also contribute 5 and 10% of their dividend income to the investment pools? It wouldn't impact classic economies but would mean the private investment wouldn't completely collaps when switching to worker cooperatives. Which should still be able to function as a private economy if you don't have other economic laws preventing that.
 
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SkYHawK 2600

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Please let me invest to my puppets. I really don't want to annex part of another random country just because of the resources. And doesn't even make any sense for exploitation. There is literally no way to use another country's resources besides annexing them.
 
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The post says

So hopefully aristocrats will be investing in aristocrat owned buildings, rather than capitalist owned ones.
Oh! Thanks, now I'm curious how it works? Is it majority of contributors or contribution percentage or maybe every group accumulate money on their own?

That means: making swing in IG influence is still in player hands but they will also maintain some power - on paper seems really good choice.
 

arctus

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That means i have to share my construction abilities with the private sector if i want or not? So if i want something to be build fast and a private construction gets in the way i can do nothing about it?
 

Vorondil

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Thanks a lot for the DD!

As Vicky II Laissez-Faire enjoyer, I'm super happy with the content of the DD, going even further than I expected!
Also, as a modder, it definitly opens tons of new way to improve the economy toward more realism :)

Quick modding questions :
- Will we be able to mod which professions can invest into the investment pool? And their % of dividends?
- Are the "scaling bonus/malus" on investment efficiency depending on country GDP moddable?
- The buildings where the money from investment pool can be invested can already be set by laws, but what about government money? Would be great that laws limits what the government can build to invest into the economy (with LF being the most restrictive, and Interventionism letting the government build any economic buildings). If it is not in your plan, any chances to make it at least moddable?

Cheers
 
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Bearjuden

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the community is somewhat split on the issue of autonomous construction, and as such, we’ve opted to create a new Game Rule for Autonomous Investment
This just kind of made me think; of the data that Paradox gathers about players, does it or can it even encapsulate what rules they set the game to? I'd be interested to see after this happens what proportion of people use which type of investment pool.

With Autonomous Investment, the Construction Queue is split into Private and Government Constructions, with Government Constructions being anything (regardless of whether it’s a Government building or not) ordered to be built or auto-expanded by the player or country-level AI, while a Private Construction is anything the Pops themselves are building.
Will it be possible to mod out the ability for the government to build anything? Let's say I want to make LF properly LF, and have the government only build barracks and administrations and the like, and private investment is out of my hands.

which will create lucrative jobs for the investing Pop types
Out of curiosity, what will they pick if there are no such buildings? Do they just let others decide? Do they continue making buildings long after it becomes unprofitable? I realize this sounds like an edge case but V3 has already proven to be one of those games where people try to break the systems in unpredicted ways and then they behave...funky.
 
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Can you explain me more closely if this is aiming at reducing the micro management of constructing? I always have something queued up for construction, does this mean that my pops will never get the chance to build(since the capacity is always fully used)? So is the change encouraging less micro management, or the feature originated more from the idea that private investment should be done by pops , not the government (the player). And how does auto-expansion play into this? I never used auto-expand but I thought that was representing the pops deciding to expand the industry that is doing well(but I guess not because the construction of those industries is government expense).
 

GrounchoVilla

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2. Are you planning to have mechanist and engineer respectively also contribute 5 and 10% of their dividend income to the investment pools? It wouldn't impact classic economies but would mean the private investment wouldn't completely collaps when switching to worker cooperatives. Which should still be able to function as a private economy if you don't have other economic laws preventing that.

This would be interesting but worker's coops are already unambiguously better than government-run. state-owned industries would need a buff too if they add this.
 
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fodazd

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This sounds like a pretty good system. My only real concern about it is arable land: Will I be able to prevent the private construction pool from building farms on the land I want to use for opium plantations?
 
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Wizzington

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So when a new private plantage gets builded which pop will become owner? how does the game decide it?
For now Pops cannot own shares in buildings they don't work in so when Pops invest in 'new' buildings it's more about Aristocrats investing in the collective wellbeing of their social class etc. Ownership not being tied to employment is something I want to change eventually, but it's a major rework and outside the scope of 1.2.
 
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Ttrgw

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Will the AI build in unincorporated states like colonies? In the current version, I feel that the AI does not build many plantations in the colonies.
 
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Dimo87

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Will private construction take running out of infrastructure into account if it's not a coastal state and you haven't researched railroads yet? Specifically, will it prioritize states with higher infrastructure, so it doesn't bring a low one down to 0 too soon. I don't want AI building in my only state with iron mines and then I have to destroy what they built to build more iron.
 
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MathyM

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Great, we are seeing a little more of Vic 2 without losing what already makes Vic 3 a fun and engaging game.

We have been told a few times that GDP will probably be fixed for 1.2, so that input goods cost is subtracted from each factory, no longer over-inflating the contribution of highly processed goods. Is this still in the plans?
 
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Bearjuden

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This sounds like a pretty good system. My only real concern about it is arable land: Will I be able to prevent the private construction pool from building farms on the land I want to use for opium plantations?
Related to this: is there anything stopping me from destroying what the AI builds? I realize there's a smidgen of radicalism if you don't catch it immediately (before they hire) but otherwise arable land isn't really a problem because their buildings aren't really beyond your reach. Just undo whatever they did. But if I can't destroy it because it was built by the AI it gets a little more complicated.

Also, if they have a farm half-built and it's the last opening for arable land, do I have to wait for them to finish building before I can start? Or can I interrupt the AI's queued buildings?
 
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Wizzington

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This looks really cool. One question:
The ai calculates what to build based on profit, does this take into account pop class? Will for example Landowners mainly invest in farms in order to strengthen and preserve the power of the aristocracy or will they invest in the steel mill that's more profitable?
The investment logic takes into account who the money is coming from, so if your investment pool is mostly coming from Aristocrats, expect a lot of farms.
 
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Onlyherefortheconverter

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So when pops start building factories, will it boost their IG clout?
Second this question - I love this change because by giving pops more agency it will make the game feel more like a living, breathing ecosystem that we as the player have to garden/manage. There's so much potentially logical/satisfying interplay between this and how it impacts Interest Groups and internal politics and vice versa, This has rekindled optimism about the game for me. Really looking forward to next week's DD.
 
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Wizzington

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Great, we are seeing a little more of Vic 2 without losing what already makes Vic 3 a fun and engaging game.

We have been told a few times that GDP will probably be fixed for 1.2, so that input goods cost is subtracted from each factory, no longer over-inflating the contribution of highly processed goods. Is this still in the plans?
Value added GDP is indeed in 1.2.
 
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