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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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A detail I think a lot of people are missing: not only does the construction modifier effect the speed at which things are constructed, but also the cost. Not sure how that will change the math on optimum location and distribution, but it’s important to keep in mind.

Perhaps having something like a -20% construction efficiency modifier for having no local construction industry would be enough to incentivize local construction? That might feel too punishing though, if you don’t need so many construction industries that you can’t put one in every state.
 
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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.
The construction sector irl is and has historically been a significant contributor to the GDP and the labour market of many countries. It is said, that the biggest part of the chinese economical growth during the last decade is based on the construction sector. Therefore it is be highly desirable, that the construction sector plays a bigger part the bigger it is and especially a downturn has consequences like (mass) layoffs. The higher they rise ....
 
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That might feel too punishing though, if you don’t need so many construction industries that you can’t put one in every state.
If I don't need (can't afford) at least one level of construction building in every state, I dare say that some of my states are not worthy of my attention in the first place and I wouldn't really feel the sting from such a penalty.
 
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I like this. It sounds similar to how factories work in HOI4, with some proportion of construction going towards pop needs and the rest being used by industry.

Housing mechanic or even just a simple pops demanding a "construction" good seems a good way to stabilize or provide baseline demand for the industry.
 
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A detail I think a lot of people are missing: not only does the construction modifier effect the speed at which things are constructed, but also the cost. Not sure how that will change the math on optimum location and distribution, but it’s important to keep in mind.

Perhaps having something like a -20% construction efficiency modifier for having no local construction industry would be enough to incentivize local construction? That might feel too punishing though, if you don’t need so many construction industries that you can’t put one in every state.

Perhaps the construction efficiency modifier should only be a local effect for buildings build in the same state or province. That way you can use the capacity anywhere but the most efficient way where you've got the most advanced construction sector.
 
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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.
This is very welcome. A housing mechanic tied to population growth and/or immigration and migration would be awesome. We already have the cost of goods/inflation tied to it with how much the population can fulfill it's needs. We have rights and laws tied to it. Housing is what is missing.

PS
Would also be another nice addition to the populations happiness in itself.
 
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Perhaps unused capacity could be used to boost infrastructure? Makes sense for them to provide road maintenance and aid in recruitment speed when you're mobilizing for example.
Infrastructure makes sense but it might not play well in practice. If you have enough infrastructure without the bonus, then the bonus isn't very meaningful, and if you don't, then starting to build things would have a variety of knock-on effects throughout your economy that could be hard to predict. (i.e., if I start building a lot of new construction, is that going to impact my pops' market access to, say, food in a way that tanks SoL?) I'd rather something with more limited blast radius, maybe Services, that would affect some pops but wouldn't have quite such far-reaching effects.
 
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I can't help but notice a distinct lack of cement in the construction material list. Is there a specific reason that it's not present?
 
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I don't find that the terrain State Traits should impact the construction effeciency as the buildings are State localized and not in a single province. States seems to be so big there is always a place to build something without having the rainforest or the mountains penalizing you.
 
It would be nice if there were at least some benefit to unused capacity. Also perhaps put an alert if the queue is empty.
What about we turn it into a currency so you can save up on it, and then we can trade it on the galactic market ( thinking about it horrible for the game, but might even be fun ). The true market mod, like for example I have 20 fascists and 25 tanky pops I don't want them, but my neighbours brownshirtistan and "Ahh, noo I shot im the wrong direction and now my anarcho-comrade died. Ohh no it happened again" Federation like them, so I sell them.

On a more serious note the system seems okayish, I hoped for something more. BUT it's far better than in EU IV or Stellaris, I hope they'll expand on the system though. I hope it' extremely hard/costly to expand it and it should have a cost to dismantle, so there is no micro gaming it.
 
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!
Rather than a benefit, shouldn't you be punished for it? Shouldn't all the construction workers be unemployed (the most realistic option pre-labour rights), or all the capitalists be unhappy (since you're controlling both public and private investment through the Construction mechanism)?

edit: thinking about it a little more, this actually has quite important knock-on effects. For example, one major reason to encourage immigration is to have a large pool of 'casual labourers' to draw on, but if the labourers are all salaried professionals then that's a very different economic dynamic, where you've got more favourable labour laws than most modern Western nations!
 
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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.
Maybe if there were some kind of contract-labor system, labor fluctuations could be less unpleasant? Something like conscription, but with a preference for Unemployed and low-income pops (and Slaves when available), while the higher-paying jobs like Bureaucrats, Clerks, and Machinists stay on permanent retainer- so the fewest waves get made, since it's the "least productive" pops getting called up. Maybe this could also be combined with migrant laborers, who would work for the length of the contract and then return home, which could simulate, among other things, the Chinese laborers on the Transcontinental Railroad.
 
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Based mostly on how many "we want to revisit this" comments we're seeing, I get the sense that the devs came into this diary 100% aware of most criticisms here but this just isn't the highest priority. They'd rather get the politics (international and domestic) down and the flow of pop actions in a given world state rather than how the economics of that world state came into being.

In case no one has said it yet: I think that's fine. This seems perfectly serviceable for initial release. I would like to see it get more localized and emphasize a split between government actions and private and all these goodies that people have mentioned, but at least for my part I don't think that has to be done immediately.
 
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So how does range work?

1. The statement that having a construction site in a state raises efficiency, makes me imagine that one construction building serves my entire nation, but yields a local bonus, so if I want to build a second construxtion building, I might as well place it in another state to have my bonuses spread a larger area. Correc?

2. Are there range limitations? A constryction building in NY can build other buildings in Seattle? Alaska, across another nation? In Puerto Rico across a sea?
 
States seems to be so big there is always a place to build something without having the rainforest or the mountains penalizing you.
Tibet. Iran. Switzerland. Austria. Japan. Norway. Georgia (the country). Armenia. Eastern Turkey.
 
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Tibet. Iran. Switzerland. Austria. Japan. Norway. Georgia (the country). Armenia. Eastern Turkey.
Some of those have large flat bits, though. Certainly Tibet, Iran, and Norway (I don't know about any of the others but Switzerland, which to the best of my knowledge you're completely right about).
 
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Cheers for the DD Wiz, and the extra info from you and Iachek in the thread :) The system as proposed sounds very interesting. In terms of making things more gradual, without having any idea of how it works in practice, having the "max amount that can be completed" being relatively small (and perhaps variable by building type) could lead to more historically plausible gameplay where there are usually quite a few things being built at once in parallel, rather than a few things being built implausibly quickly, and then some other things built implausibly quickly afterwards. Perhaps something like this could also have the potential to "rush construction", so (random example - numbers might make no sense) 100 construction could be spent to achieve 75 progress?

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!

Not that I expect these ideas will be a revelation (and some/all may have already been mentioned in the thread) but some thoughts are:
  • A minor buff to construction efficiency (nothing too large - it should never make sense to buff construction capacity for this buff rather than have it be used on direct construction)
  • A reduction in the budget spent on construction (but pops need wages paid).
  • A reduction in pop wages for the non-building pops - so they're still paid a wage, but it's a bit less so they might be a bit less happy, or a bit more likely to go and get other jobs (if available).
  • Surplus construction capacity could be spent on "rushing" projects in a way similar to that mentioned above.

For a maritime-themed pic for this DD, there was really only one choice for me - the first (if my source is correct) iron-framed buildings in the UK were in British dockyards (at the very least, the iron-framed and covered Chatham slips built in 1847-1848 predated the large iron railway sheds). This is a contemporary photo (from Wikipedia) of No 4 slip, but it shows the iron framing and corrugated roof very well.

1646346467502.png
 
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