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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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Maybe you said it and I missed it, but will companies own specific buildings, for example Standard Oil would own the oil fields in Kansas and Texas, but not the ones in Nebraska, or is it where the company's ownership is abstracted away and Standard Oil is benefiting from all oil fields in the country?
 
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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.

Good points. Regarding #2, in order for a country to be able to specialize in one section of the economy, it would need to be able to acquire enough of the other resources through trade. That's difficult at the moment since there's usually not enough resources on the world market to compensate for not having those industries yourself, so you end up always aiming for autarky.
 
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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.
Yes, autonomous investment will prioritize constructing buildings you have Companies for.
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.
I hear this concern, but since the flavored Companies are historical, it'd just be weird to see "Rheinmetall" show up in Lanfang.

However, much like we did with Monuments, it's very possible for us to add. game rule that makes all Companies available to everyone, or remove all flavored Companies. I'll put that on the to-do list.
Related question. Will we be able to (re)name our companies freely, while the game suggests a historic option?
We're looking into exactly this!
 
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Given 1.5 will have more focus on economy , are you guys considering expanding the array of outputs and inputs of the factories? For instance. Instead of having glasswork consume oil when using PM plastics, chemical industries will consume oil to generate plastics and then plastics will be consumed by factories and pops.
 
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Looking good!
I also think this is a good sign that we're moving out of the "maintenance and post-launch support" phase and into the "add cool new stuff" phase. I think this because:
1. This is a feature that wasn't present in previous entries in the series.
2. It isn't a direct response to a player complaint or to fix a bug/glitch.
 
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Awesome idea, looks like it would be really fun!

Excited for the flavour opportunities.

I hope to see individual characters as the leaders of these private companies to give them and their interest group influence over your country.
 
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PLEASE make the names dynamic, especially based on states in your country or a name from a generated character.

EDIT:
Would be cool if something like "Khuzestan Oil Co." forms based on good in that state, or "Jackson Steel" based on random name.
 
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Can companies actually compete in a meaningful way? It would be very good for example a German Rheinmetall company to be very efficient because of ample iron and coal in same regional market in Rhine, thus be able to absorb less competitive companies. This can create very dynamic playstyle especially with colonialism.

I don't necessarily dislike inherent bonuses (to abstract and represent certain institutional advantages companies had at their configuration and to add flavor) but I think if the game has certain fundamentals mechanics line up with those abstracts it would be much more satisfactory.

This could also add to eventually solving of colonies becoming more prosperous than metropoles problem too. Especially if capitalist wealth and profit gets moved to company profits rather than building level.
 
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Can companies actually compete in a meaningful way? It would be very good for example a German Rheinmetall company to be very efficient because of ample iron and coal in same regional market in Rhine, thus be able to absorb less competitive companies. This can create very dynamic playstyle especially with colonialism.

I don't necessarily dislike inherent bonuses (to abstract and represent certain institutional advantages companies had at their configuration and to add flavor) but I think if the game has certain fundamentals mechanics line up with those abstracts it would be much more satisfactory.

This could also add to eventually solving of colonies becoming more prosperous than metropoles problem too. Especially if capitalist wealth and profit gets moved to company profits rather than building level.
A thought - having companies be either "core" or "colonial" companies and only impacting incorporated / unincorporated territory respectively would be really interesting. But that would pull away from the conceptualisation of companies being global modifiers for a given country.
 
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The only issue i have are these EU4-style modifiers. I dont want this game focus too much on bonus-stacking. The only bonus that makes sense are throughput economy of scale bonuses, as these are the biggest advantage of large companies, and that they also posses capital for investment, or vertical integration.
 
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While I love this feature Im not sure about companies (or rather conglomerates since it seems those are no simple companies) being a state based activity. It would be far more interesting to have these companies arise naturally. By simply tying the spawning chance for a X type of a company to existing buildings and their profitability it would still allow the player to influence what companies are created and make it so that this whole mechanic is far more reactive to what is actually happening in the world. So say if one decided to build a economy heavily focused on coal extraction and build quite a lot of profitable coal mines that would almost guarantee that a coal related company would arise. That would still leave space for state owned companies so companies created by the players themselves. The player could then use one of their company slots to instead create their own state owned company and pick exactly which type they want to create. Of course both of these should depend on what laws are in play so say a laissez-faire law should either make it impossible to create new state-owned companies or at least make it very hard to do and limit their number. I think that would be a far more interesting system to engage with compared to the player just being able to completely customise what companies are created in their country. The creation of autonomous investment and other mechanics intended to make the game feel more alive were a good direction and Im somewhat concerned that these companies are taken in the opposite direction.

Furthermore two questions:
In the current system how will companies interact with economic and other laws?
There are already ownership methods for buildings will those interact at all with companies? So for example would companies not affect guild owned buildings or be available only for buildings with public stock ownership?

And one more suggestion:
Would it be possible to make companies employ a certain number of capitalists which would take away a portion of the profits of all buildings associated with the company for themselves? It would be a interesting way to represent stock owners and since the company would now have its own pops with certain wealth it could perhaps enable expanding the mechanic in the future to say make companies able to invest or acquire assets autonomously?
 
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While Company's are national, how do they interact within your market?
  • Will my metal company look to set up mines based only lowest wages/state incorporate or infrastructure?
  • Will this allow for state companies to build in subjects/colonies?
  • Are market prices impacted by the presence and size of my company?
  • Do buildings associated with a company pay wages at different rates than non-company buildings?

Additionally, Can companies be broken up?

Do companies influence IGs at all? ie will trade unions look for breaking up monopolies suppresses wages, industrialists looking for government support of their companies etc.
 
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I hear this concern, but since the flavored Companies are historical, it'd just be weird to see "Rheinmetall" show up in Lanfang.
I believe the question isn't why can't there be a 'Rheinmetall' in Lanfang but instead why is the 'metal' company in Germany (or Prussia?) naturally better than the one of China. If it is truly just the geography, shouldn't that be tied to geographical bonuses and not Flavored Company bonuses?

You state that Flavored Companies tend to be restricted to a certain culture and/or geographical region. I am assuming that Rheinmetall is regionally restricted. Can you give an example of what you would call a culturally restricted company?
 
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Yes, autonomous investment will prioritize constructing buildings you have Companies for.

I hear this concern, but since the flavored Companies are historical, it'd just be weird to see "Rheinmetall" show up in Lanfang.

However, much like we did with Monuments, it's very possible for us to add. game rule that makes all Companies available to everyone, or remove all flavored Companies. I'll put that on the to-do list.

We're looking into exactly this!
Perhaps it would be best then to tie all flavoured companies to states instead of certain countries. This would allow some dynamism so should say Austria unify Germany they can still make "Rheinmetall" and should France decide to go for its natural borders it could make "Rhénaniemétal" :). I think it would be a fair compromise and should be easy to implement mechanically.
 
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companies (or rather conglomerates since it seems those are no simple companies)
I agree that is should be call conglomerates or something bigger than companies.

I am also in favor of changing the 'building' title to 'sector' or something bigger to remove some of the confusions that I see on these forums.
 
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1.
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.
For the sake of immersion it would be nice to mention why does it scale with prestige somewhere in the UI.


2.
I'm a bit worried about smaller countries, it's already a bit tedious to play them without having the speed on max, due to how slow the construction loop is.

3. What happens if a country with companies gets annexed? Are they transferred to the new owner?
 
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With that kind of company specialisation I feel like auto-managed trade routes (similar to the auto-building) are even more important because importing and exporting becomes even more relevant.

I'm pretty sure you mentioned that you are looking into that in a previous DD, but this post reminded me of that so I basically wanted to remind you and others of this, haha :)
Would be pretty realistic to only set tariffs and let companies and stuff manage their good importing/exporting. Except for maybe command economy and special cases like that.
 
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