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Victoria 3 - Dev Diary #92 - Companies

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Hello and welcome back to a new round of Victoria 3 dev diaries! Today we’re going to be talking about Companies, a new free feature being added in the 1.5 update, which will be available to test and feedback on in the first version of the 1.5 open beta.

As we have previously mentioned, one of our major focuses for the 1.5 update is to improve the replayability and challenge in the core economic gameplay loop, and the main purpose of the Companies feature is to do just that by encouraging countries to specialize in certain industries and develop competitive advantages against other nations. Companies are also intended to add more flavor and differences in gameplay between different nations, as well as giving players more of a reason to care about prestige and their position in global national rankings.

Before I go into the nitty-gritty, I should mention that this dev diary is going to be focused mainly on the Companies feature in the form that will be available in the first open beta release, with a fairly narrow focus on achieving the above design goals for economic specialization, flavor and prestige. However, Companies is a feature that we consider to have near limitless potential for expanding on and hooking into more parts of the game, so I’ll wrap up the dev diary by mentioning some of the ideas we have for building on this feature in the future. Also, please note that this is very much a feature under development, so expect placeholder/WIP art, names, numbers and interfaces!

But enough preamble, let’s get into the details. Companies are national-level entities that are established by a country, with each country being able to support a certain number of companies based on factors such as technology and laws. The vast majority of countries will not start with the ability to support any companies, but will need to reach a certain level of society tech before their first company becomes available.

Each Company is associated with a certain set of building types, for example a Company specializing in metal mines might be associated with Iron Mines and Lead Mines, while a more agriculturally inclined company might instead be associated with certain types of plantations and/or farms.

To establish a company, you need to have the technology and resource potential to construct at least one of their associated building types - it’s currently possible to establish companies without having any of their associated buildings built, though this is something we will be actively looking for feedback from the open beta on how it feels, as it’s something of an immersion versus gameplay question. Flavored companies (more on those below) have other more specific requirements to be established in addition to these basic requirements.

A selection of potential candidates for Sweden’s first company: Combine of Fisheries and the United Forestry Conglomerate are immediately available, while the buildings of Wine & Fruit Inc are… not so suitable to the Swedish climate and hence will only be available if Sweden acquires some warmer lands with potential for those resources.
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Once established, a Company will have effects on all buildings of their associated building type in their parent country. These effects are twofold: They increase the throughput of the buildings, as well as the construction efficiency when constructing new levels of the associated building types. The degree by which companies boost their associated buildings is partially scaled based on the Prestige ranking of their parent nation, with the 3rd-ranked nation gaining a larger boost than the 4th-ranked nation and so on. While somewhat abstracted, this is meant to represent competitive benefits the company enjoys from the international status of their home country. The purpose of this effect as a game mechanic is to give players a direct economic reason to care about their overall prestige ranking versus other nations.

It’s also worth noting that in conjunction with this change, we have increased the base construction cost of all buildings and, through the change to local pricing, somewhat lowered the base economic efficiency of most buildings. The overall intent is that the baseline economy should be less efficient, with companies allowing countries to make up the difference in select areas, providing the incentive for specialization and competitive advantages mentioned above. However, one exception to this is that base construction production was increased from 5 to 10 to ensure the baseline slowdown of construction did not make small nations entirely unviable to play.

While the majority of the construction efficiency increase from companies does not depend on your prestige ranking, Sweden’s relatively high placement on the global scoreboard does give its companies an additional edge.
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Established Companies also have Productivity and Prosperity ratings. Productivity is simply the average Productivity (yearly average earnings per employee) of all its associated building levels. This is compared against the global average Productivity of all companies in the world, with companies that are doing better than average gaining Prosperity over time, and companies below a certain threshold (which is lower than the threshold for gaining Prosperity) losing it instead.

If a Company reaches 100 Prosperity, its Prosperity modifier will activate, granting a company-specific bonus to its parent nation. This is intended to add an additional dimension to the selection of companies - do you simply want to focus on whatever resources are going to be most profitable for your nation, or aim to build up a specific industry for the bonuses it can give you? As an example, a player that is planning to play a particularly aggressive campaign may want to focus on building up an arms-industry related Company for the military advantages it can grant.

The Agricultural Development Society is doing well enough compared to other companies that its Prosperity is increasing, which will please the Rural Folk once Prosperity hits 100.
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As we hinted at earlier in the dev diary, Companies come in two varieties: Standard and Flavored. Standard Companies are ones that are available to all nations unless replaced by a Flavored Company, while Flavored Companies tend to be restricted to a certain culture and/or geographical region. For example, a North German nation that owns certain parts of the Rhineland will have certain historical German companies available to them.

Flavored companies are mostly historical (but not always, as sometimes we have to go a bit alt-history), with a set of building types based around their real-life historical business focuses, and tend to have stronger or more interesting prosperity bonuses than the standard companies. Flavored companies may sometimes replace very similar Standard companies, but this is the exception rather than the rule, most Flavored companies do not replace Standard companies.

Alright, that’s the general gist of what Companies will look like when you first get your hands on it in the 1.5 open beta. As I mentioned at the beginning though, there is a lot of places we envision taking this feature in the future, so here are a few examples of that, though you definitely shouldn’t expect all of this be in scope for the 1.5 update:
  • Having companies ‘level up’ beyond just a single prosperity bonus, possibly in a way that ties into diplomacy/rank and replaces the current company bonuses from prestige
  • Having pops, specific buildings in specific states, Interest Groups, and/or characters more directly associated with Companies instead of them just being a national-level entity
  • Companies having political and/or geopolitical ambitions (for example, a certain fruit-company might wish to create some, ahem, fruit-focused republics)
  • Multinational companies that aren’t limited to a single country

I’ll sign off by leaving you a bonus screenshot of the first companies added to the game in the earliest iteration of the feature. Sadly, neither Björnmetall nor Martin’s Fish Tank Emporium will be available in the 1.5 version of the game.
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That’s all for today! Join us again next week as we go over what other additions changes you can expect to be coming in the 1.5 open beta, with a particular focus on the military. See you then!
 
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Sounds like a cool feature! It's really cool that we're already seeing new features that go beyond the scope of things that have already identified as areas of improvement for the game. Companies also seem like a prime candidate for DLC content - flavorful additions that have meaningful impact on the game without being essential.

My immediate thought was that it's a bit strange for the player to establish these companies, unless you're playing a country with a state-controlled economy. Have you considered making Companies appear organically?
 
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How does local price affect import/export of goods? Or it always looks at market price?
 
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Will the company system affect the pops? For example I think there should be one single capitalist pop for all buildings under a company instead of having different capitalists pops for every building.
Not for 1.5, but this is something we're looking into for the next release after that.
 
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Well this isn’t something I anticipated would end up in the game but nevertheless it looks really cool and will definitely help make economic gameplay more varied and immersive. I do wonder though how the AI will handle companies. Will the AI be taking companies into account especially with private construction? Want to know if it’s more likely that our POPs will construct buildings that fall under one of our country’s companies rather than ones that don’t.
 
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It sounds great. As Republic of Mercury I’m also interested on the possible effects of these companies on investment on their different buildings and even suppliers. Furthermore, I wonder If generally (not only linked with companies) investment could be weighed towards the industries or even buildings that generated the money to represent reinvestment. Also, to achieve specialization, do you plan to give us some levers to steer or encourage private investment to certain sectors or for now the main way to achieve this is going to be through public investment?

Also, the goal of specialization is an interesting one, but I think it will require making trade a bit more “powerful” specially late game. Do you plan to do something with travel to help on this specialization?
 
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Will the autonomous investment AI take existing companies into account if deciding what to build? On the one hand I dont want to build everything myself if i switch it off, on the other hand i dont want the AI to build nonsensical things ad infinitum. Being able to guide and restrict what will be built by the autonomous investment pool by creating companies would in my opinion be a good solution for it. This way a player could guide in what direction the investments and building capacity should go without having to build everything themselves.


Flavoured companies sounds like the Wonder thing all again. Why again bind some effects to a certain tag? Why should prussia be inherently be better at weapons manufacturers just because it is prussia? Any country should be able to create all type of companies. The success of a company should depend on the game circumstances and should not be predetermined. Flavoured companies should just be a pure cosmetic name only thing. Or if they stay i would want a game setting that disables them like it can be done for wonders.


Related question. Will we be able to (re)name our companies freely, while the game suggests a historic option?
 
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As we have previously mentioned, one of our major focuses for the 1.5 update is to improve the replayability and challenge in the core economic gameplay loop, and the main purpose of the Companies feature is to do just that by encouraging countries to specialize in certain industries and develop competitive advantages against other nations.
That is what we need that.
 
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I don’t need to wait the Open Beta to say, that players will say that Companies should start as state based entity with ability to expand to other regions and only after this to become nationwide entity
So why you didn’t make it like this in the first place?
 
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Great addition, how do you intend to reflect companies asking for diplomatic goals? This was a huge thing in this era of state and private cooperation. For example how would a mining company request from or even pressure the state to take land in Africa? Will it be tied to IGs? Perhaps IG agendas?
For the time being at least, we're exploring an Aspiration system for this that basically unlocks another ability for the Company if you complete the condition. More of a carrot than stick approach, in a way. More demands-driven mechanics is on our radar but not scheduled for any currently planned update.
 
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So there was mention of the 1.5 Open Beta, but we're not even at patch 1.4 yet. Can any information be spared?
We shared most of the new improvements for 1.4 in DD #91 already, if you want to go back and read that. But most of our new features are going into 1.5 where they will be tuned during Open Beta.
 
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Will the company system affect the pops? For example I think there should be one single capitalist pop for all buildings under a company instead of having different capitalists pops for every building.
Now POPs are populated with people from your nation and defined by culture, religion, state of residence, profession, and workplace.

I assume you want companies to reduce the number of people in the capitalists pops of certain culture, religion and state of residence to simulate the concentration of capital.

As it is now, each building wants some professions that will increase the number of people in ownership pops (merchant guilds, capitalists, clerks or workers). So having big companies will reduce these pops size in population, increasing their share of benefits. Your nation will have the same share of profits if you do not tax them a flat tax but you will have reduced demand as less people becoming richer will not increase demand the same as more people becoming rich.

Probably companies could add a modifier to ownership PM group numbers:

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For the time being at least, we're exploring an Aspiration system for this that basically unlocks another ability for the Company if you complete the condition. More of a carrot than stick approach, in a way. More demands-driven mechanics is on our radar but not scheduled for any currently planned update.
Would that be connected with AI strategies? Meaning if the country has a certain Aspiration to build, say, dye plantations, the AI nation would prioritize states with dye production?
 
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This seems like an interesting addition and I hope it works out, I have a small dose of scepticism surrounding:

1. At least some historical companies will be essentially hardcoded unique "cultural" bonuses, which is something that I have an inherent dislike of from years of EU4 silliness

2. I find it hard to imagine a design space where, let's say, a mining company and a fruit company are equally desirable. Hopefully you'll manage to square this circle, but I can envision the "best" companies being the ones which support the stuff everyone wants to do already - coal, iron, steel, wood.
 
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