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Victoria 3 - Dev Diary #3 - Buildings

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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
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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
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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
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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
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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
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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
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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!
 
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Did I read it right that I could create a Megalopolis in Southern sweden with 1000s of Pops and numerous factories?
I'm going to be a very authocratic figure to resettle and keep my pops in Megalopolis but otherwise there doesn't seem to be a limit?
There may be sort of a 'practical limit' in the sense that you can't cram 5 million people onto St. Helena but it should certainly be possible to have huge cities anywhere there's enough land, infrastructure and jobs.
 
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Could buildings be modded to have multiple possible owners at once?
Say if half of the capitalists in the state were converted into a "foreign investors" pop type, then could a factory's profits be split between the two pop types?
This isn't possible in V2, which is saddening.
We dont know yet how its going to work but worker owned factories are a thing iirc
 
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I'm rather concerned about this as well. There are instances where states in this era "built" cities and infrastructure such as Tsarist Russia developing its mines and iron-works in the Eastern regions, and later Russia's rail network, the US postal service and arsenals, and of course the command-style economies that began coming into vogue around WWI, but by and large infrastructure was not built by the state, and when it was built by the state it was both crazy expensive and often inefficient.

Then there's the issue that the Stellaris style of making buildings and districts to enable jobs worked fine... for the first few planets, but scaled extremely poorly as a gameplay mechanic. I really hope buildings in Victoria 3 are not similar in that you have to build all of them across all your states, or leave them up to an incompetent automation script to mismanage. The old concept in Victoria 2 seems like a much better balance to me; the private sector handles the bulk of development, but in exceptional circumstances the government can step in and push certain things.
indeed, watching your own capitalists doing their thing while gentling guiding them is probably what fits "nation gardening" best. You don't make the flowers bloom, you just give the plant suitable enviroment.
 
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How do private buildings get built? I know we chose the building and there is an investor pool, but how can we use the investor pool? How do pops ensure that their money goes into structures they are interested in? If I do not invest their money, while they get mad at me? If the money is already segregated to specific buildings why not allow the private pops to build them like in Vic 2 and I can specify what type of the buildings they can make. Kind of like a government zoning or regulation.

That way I can say X state should only build steel mills and liquor factories. If the capitalist in that state do not want to invest in those industries, they will pocket the money and be incentivized to move to a state where I allow them to build what they want. That way the pops can do their thing and I control as a guiding hand. Of course me as the government could decide they can't build anything and do it myself ie Planned Economy in Vic 2.

You could also make the investment pool be a choice of the pop. A pop with high loyalty will invest with you, while another pop will invest with its interests group pool and they will build their own buildings based off your regulations. You could also have lobbying to open a certain industry in state etc.
 
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All of this seems good, but I wonder how crops like coffee are going to be limited or if you are going to be able to grow coffee in Great Britan
Which crops can be grown depends on the state, so coffee should only be able to be grown in places where it was either grown or plausibly would have been grown in the span of the era.
 
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I really love that buildings are capped by how much arable land/ how much of the resource is available as opposed to just saying: yes there is a resource here, or capping with building slots.

I wonder the following:
Is it possible to completely deplete a resource? not saying everything should have a definitive cap, just perhaps a rare event increased slightly in likelihood in a max/high capacity resource mining operation like coal.
I also wonder if perhaps you consider some flavour events with some factories/ resources. Purely an example, but the Ruhr valley- oh we seem to have mined so much coal and piled so much material on top of the ground that we have to permanently pump the rivers up a few metres to stop it from flooding. or, as historically, the mining company has to pay towards this, could for example mean they are a little more stressed for profits.
Tiny things of course, but I always feel flavourful events, even if you can't change too much, add some history humour and management.
 
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Regarding Resources in a state, one thing that bothered me in Vic 2 was when you started to discover more advanced resources like rubber, they would have to replace preexisting RGOs, sometimes desirable ones like tropical wood.

In Vic 3, would new resources being discovered replace existing ones, or would they be added to the list of existing resources for a single tile?
 
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So are private buildings build by Pops or they need to be organize by the player?

It's good to know that there are things going behind to reduce the possible amount of micro. Maybe what we can get are some automate spending mechanics, where you just set a number of parameters and if fullfilled, buildings are build/upgraded.

Also how exactly is GDP calculated? Because from subsistance farming it doesn't seem to be stricly related to market activity.
 
Ultimately though, we want the player, not the AI to be the one primarily in charge of the development of their own country.

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.
 
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"We want exploration to be a core mechanic in our upcoming Stellaris game, so it will be 100% manual" they said.
First thing community requested was automatic exploration.

Don't get me wrong, building your nation yourself is the most interesting part of the game for me. That said, some sort of automatization is necessary when you have a sprawling empire.
Maybe one solution is to set priorities by state on what capitalists should focus on. I think that may have been in vic2 but as I never used it, idk. I prefer to do everything myself so this new system really excites me. I no longer have to force my pops to support a reactionary government just to build stuff.
 
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I'm kind of confused by the building window. Is that a lumber mill in the middle of the resources and it just doesn't have it's resource item?

Also about the arable land: I assume there is 28 capacity for farms or pasture, one occupied each and with the remaining 26, both can be biuld up to 27. I needed some time to understand that though. Maybe it would be helpful to display unused areble land as 26/28?
 
While I think this is a reasonable way to represent subsistence farming early game, is there any way to improve the effectiveness of such buildings, or are they fated to forever be the VIc3 equivalent of clerks? I'm thinking mainly about how one might represent the traditionalist/conservative programs to modernize but maintain the peasant way of life in Eastern Europe and Asia.
You can improve your agriculture by building farms and plantations (think enclosure systems and industrial agriculture as opposed to tiny subsistence farms).
 
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How buildings work in Vic3 reminds me of how factories worked in Vic2, but expanded with even more detail and complexity. So my first impression is positive.

The fact that there won't be building slots is very good news, but specially the fact that there is a mechanism in the game in which Buildings are generated automatically by the AI is promising, as it means there is a chance capitalists could maybe make buildings by their own in economic systems like laissez-faire capitalism. As far as you have said in the last weeks, capitalists won't do this and they will just put money in a investing pool that the player can use, I don't like this but at least I think the base game mechanics give the possibility of making this possible in the future development of the game.

Thanks for the dev diary and keep up the good work!

PS: I still really dislike some elements of the UI, for example the buttons have a poor art style, my hope is that they will be different in the release version of the game
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There may be sort of a 'practical limit' in the sense that you can't cram 5 million people onto St. Helena but it should certainly be possible to have huge cities anywhere there's enough land, infrastructure and jobs.
I hope it's a more like herding cats to build up some huge megaopolis in some random location than just plopping down the infrastructure and buildings to make an entirely empty city with a few clicks and then watching it fill in. People are notoriously fickle creatures after all.
 
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I worry that this system will make managing Russia or England a chore. Think of the problem in Imperator, where you had to do trade routes on a state by state level. And not to criticize Paradox, but your AI is... not the best.
 
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I dont know if i like it or not, sounds too similar to eu4 for me. The question that i was thinking is that the game would be a little a-historical that only industrial countries would be viable and in history we had many big economies without a proper industrializing like the latin american countries, iran or proper russia. I would love to hear more about buildings