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Victoria 3 - Dev Diary #147 - Everything Companies



Hello Victorians,

Happy Thursday! It’s Lino, Game Design Lead on Victoria 3 and I welcome you back to another Dev Diary!
Today we’re looking at (almost) everything to do with Companies. Most of what I will talk about today is part of Charters of Commerce, which releases on June 17, but we will also talk about some additions and changes for Companies that are coming with the free 1.9 Update alongside the DLC.

Before we begin: As always, any values, texts, designs, graphics etc. are work in progress and are subject to change.

So, one big ambition we had for Companies with this update was to not only expand interactions with them and add functionality to them, but also to make observing them grow a bit easier and more enticing. For that we overhauled the Company interface panel and added a bit of functionality to it. I will be going through these changes later in this Dev Diary, but before then we will talk about all the individual parts that make the whole.

Alright, let’s get into it, starting with Company Charters (of Commerce).

[h2]Company Charters[/h2]
Company Charters are a new way for you to enable your companies to expand their wealth and reach. They all provide new, different sets of rights to the company in question. What those rights are, I will talk about in detail further down. Hand them out to a company you want to see grow and then watch and observe as their line go up!

Hmm… What could these icons stand for? Continue reading to find out!

Every country gets a number of free charters which you will be able to hand out across all your Companies. You can go over the limit, but then each charter will cost you additional authority. For example, if you have five free charters to spend, you can put all of them onto one company, increasing their opportunities by a lot but be left with no charters for your other companies, or you can spread them equally, specializing all companies only a bit in order to see them succeed. The choice is yours!
The number of free charters can come from different sources, e.g. economic system laws, certain technologies and also the rank of a country will increase the limit.
As this free charter functionality is a very late addition in our process, we are not making full use of this yet, but we see potential in adding it as an effect to the completion of certain Journal Entries, events or Power Bloc Principles for example and are also happy to take your feedback for where you believe this could be added. Similarly, modders are also able to use this where they see fit since it is a regular modifier.

Without further ado, here’s the first Charter which we are introducing with Charters of Commerce.

[h2]Colonization Charter[/h2]
While the era of the big company-states started to end in our timeframe, there certainly were ambitions by some to continue the trend.
When you hand out a Colonization Charter to one of your companies, you select the target state to be colonized. Then, a colony will be created which will be supported by your company.
The colony receives a bonus to its colonization speed and upon fully colonizing one state region, this will actually turn the colony into a new country, led by the company you gave the charter to.

“I know a good name - Fordlandia!”

The new country is a charter company type subject of your country and behaves like any other regular country pretty much.
The new country has a connection to your company though of course and receives a bonus to construction of new buildings and throughput. The country gets the same bonuses the company receives for industries that are in the company’s supported building types and a fraction of them for any other buildings. On the other hand, a company country cannot have companies on their own. Of course if they go fully independent they will be able to do so like any other country.
Now you may wonder what that means for the chartered company countries that we have at game start and I will talk about that later in this Dev Diary.

Connected to the company, the new country benefits from the expertise

[h2]Trade Charter[/h2]
The Trade Charter is quite straightforward. It allows the company in question to build, buy and run trade centers.
Once you’ve granted your company a Trade Charter, trade centers are added to the company’s building types, making company-owned Trade Centers profit from the same bonuses the other industries do.
Trade Centers run by a Company additionally have a Trade Advantage bonus for goods that are produced by their building types.

Companies exporting goods they produced

[h2]Industry Charter[/h2]
Similarly to the Trade Charter, the Industry Charter allows your company to expand into a new type of business.
Depending on scripted options, using this charter will allow you to grant your company the rights to expand into a different industry entirely.
When we scripted these options, we looked at historic expansions that the companies have done or have added vertical integration industries that were the most fitting. For example a furniture company likely received logging camps as an additional option if there was no other historic precedent.
Just like with the Trade Charter, the Industry Charter adds the selected option to the building type list of the company, making any company-owned levels benefit from throughput bonus and boosting construction. You can only assign one Industry Charter per company

What to do? Some companies have more than one choice

[h2]Investment Charter[/h2]
You can grant an Investment Charter to companies to bolster their investments in foreign countries. How that works is that companies can establish a Regional Headquarter in any country where they have at least 5 owned levels and you have foreign investment rights.
The Regional HQ, similar to the main Company Headquarter, serves as the place to display ownership of local investments and simultaneously as the place to collect the income of those buildings. It sends the profits to your home country’s investment pool so that capitalists in your country can use that to build even more wealth.
But here’s the catch - the presence of a Regional HQ allows the company to use the foreign country’s investment pool to construct or buy additional building levels, bringing more options of aggressive foreign acquisitions to the table.

“They're turning profits in the name of prophets”

As a side note: Although foreign investment works in subjects etc. without having any DLC, we felt it was best that we also unlocked the full foreign investment pact when owning Charters of Commerce since the Investment Charter becomes a lot more fun when you have access to that. So both DLCs, Sphere of Influence and Charters of Commerce will now unlock foreign investment rights.

[h2]Monopoly Charter[/h2]
Monopoly Charters allow you to choose an industry (or more) of a company to grant them exclusive building rights of that industry. This industry list does include any industry the company has gotten access to via another Charter though, so for example you can use the Industry Charter to unlock logging camps for a company and then subsequently grant the same company a monopoly for logging camps.

Do not pass go. Do not collect $200

So what does the monopoly actually do?
Well, like a proper monopoly should, it increases prices of the produced goods. We modify the selling price in building levels affected by a monopoly. The company’s potential profits are increased by this since they’re selling goods at a higher price. This will in turn of course increase the market price too, according to how much of a good is produced under a company monopoly. An active monopoly will also make it so that companies can purchase buildings of the fitting type for a big discount from other owners. Which other owners? I will talk about that further down this Dev Diary.

Additionally, we have a nice tie-in with the Treaty system that Alex presented last time. As part of a treaty, you will be able to request a country to give monopoly rights to one of your companies, further increasing their profits from ownership in foreign lands.

This brings us to the end of the Charters part, but as I mentioned before we have a couple of things that we will roll out for everybody with the free 1.9 Update that releases alongside Charters of Commerce.

[h2]Free 1.9 Update additions[/h2]
Since the inception of the companies feature, we’d been thinking about a potential expansion of the system, namely characters leading them. With 1.9, we’re laying the groundwork for future work in that regard.

[h2]Executives[/h2]
Introducing Executives, a new role that characters can have. They serve as the head of a company, not only running it, but also being the face of the company towards the outside world.
Executives will come with some new character traits that we are adding which will boost certain aspects of companies, e.g. a free charter to spend or a bonus to throughput in the company’s owned levels. These traits are not done yet, so I cannot show them at this point.
Executives will boost the political power of their affiliated Interest Group, similar to how generals do it at the moment. The amount is dependent on how well the company they are leading is doing. Like other characters, Executives can end up as heads of Interest Groups as well if circumstances line up accordingly.
If a company forms a new country via the Colonization Charter, it is also the Executive who will be head of state of the new country. At least at the start, depending on the country’s laws of course they might have elections that change the ruler for example.
We have a number of historical Executives that can show up in the game to lead your historical companies, fully equipped with custom DNA. For all other Executives we generate a random character as we usually do.

Don’t you want this young Alfred Krupp to give you company?

We hope to expand on this in the future to make Executives have more impact on your political life so that Companies feel even more like an actor within your country, maybe even to the point where granting them too many privileges will actually turn them into a potential danger. But that will require more work in the future.

[h2]Interface[/h2]
Now that I have shown all the individual bits, we can finally take a look at the interface changes we have done. First, here’s a look at the list of companies which remains accessible via the Companies button on the left navigation bar.



You can see, all relevant information is still available, though the positioning may have changed due to the addition of Executives and other information. We can see Prosperity now has a dedicated icon, but apart from that it’s more or less the same.
We do see a second tab in the panel though, which is a global display of Companies, in which you can compare all established companies. You can sort the list by country, names of the companies or the profit they make and can also see how many of their building types they own.



Now, if we look at a specific company’s interface, we will see a lot of changes.



In the first tab we get an overview of the company, the bonuses they provide, their building types, Executive and so on. On the bottom you can see the buttons to assign Company Charters. They can be found there in all tabs of the company interface, so that you don’t have to go back to the Overview tab each time you want to assign one. Depending on which ones are active, we see additional industry types added to the company’s list or an additional widget informing you about which monopolies the company holds.
If you scroll down a bit, you will also find a summary of Regional HQs and colonies that are attached to this company. But for a detailed view we should look at the second tab, Assets.



Here we can see all building levels owned by the Company’s HQ and also attached countries, colonies and Regional HQs and their assets (if they have any).
If you want to see more data on how your company has developed, you should look into the third tab, Statistics.



As the name suggests, this tab features multiple graphs that show you the development of the Company with information about productivity, profit, prosperity, number of building levels and levels of each type, making it the perfect place to see how your assignment of Company Charters affects your Company for example.
I for one really enjoy seeing the numbers grow and we hope you do too.

Next up, we have a couple more changes unrelated to the interface that I’d like to bring to you.

[h2]Various changes[/h2]
People with a keen eye may have seen in my screenshots that the Hudson Bay Company is listed as a British company.
That is because we are making it so that all three historical establishments of company countries (HBC, EIC, Russian-American Company) will start as former colonies with respective ties to their original companies. So the Hudson Bay Company will be a country tied to the Company HQ of the Hudson Bay Company in London for example.
This change included some minor adjustments to owned building levels and sadly the removal of the Great Western Railway from the game start so that Great Britain has space to have the EIC and HBC as historical starting companies. Of course the Great Western Railway is still available if you want to form it at a later stage.

For 1.9, we are also changing the way Prosperity is gained. We are making it so Prosperity has a target value that it is drifting towards instead of a constant upward or downward movement.
The target value is influenced by the current productivity of the company and also the number of staffed building levels the company owns. Additionally the popularity of the Executive leading it can impact the target value too. With a high popularity it increases, low popularity decreases it of course.
Similarly, the speed at which Prosperity drifts towards its target value is affected mostly by the size of the company and a base value.



As the way companies work has changed quite drastically over the years, in particular with 1.8 and 1.9, we are also conducting a small pass over the forming conditions of companies. We are now making it so that forming a company can be done with privately owned buildings that you pay for and also we are generally making the establishment slightly easier by reducing the number of required building levels. This won’t affect all companies and not all affected ones to the same degree, but should make more companies’ establishments viable.

Furthermore, we are of course introducing a new set of historical companies, some of which are going to be free, most of which are going to be part of Charters of Commerce.

I have one last thing that I’d like to talk about today, which is that with 1.9, companies will be able to buy building levels owned by financial districts and manor houses. This is a big change that we had wanted to do for a while and should smooth out some of the behaviour where companies and other private owners are playing a cat and mouse game to profit from throughput bonuses and generally makes companies more competitive.
This does not mean that other private owners can do the same. We will evaluate in the future if we want to add that functionality, but for now we are already happy that we could bring this improvement to you.

Alright, that’s it for today. In two weeks we will be back with our next Dev Diary where I will talk about and walk you through how Prestige Goods work.
Until then, have a nice day!

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Victoria 3 - Dev Diary #146 - Diplomatic Treaties


Hello Victorians,

My name is Alex, I’m a multiclass programmer and designer on Victoria 3 and today it’s finally time for another Dev Diary on this very happy Thursday!
Today we will be taking a look at Diplomatic Treaties, one of the features arriving with the free 1.9 update on June 17 together with our Mechanics Pack “Charters of Commerce”.

Before we begin though, I should mention that today is a public holiday (ig_tradeunions) for us here in Sweden (and in a lot of other places). This dev diary was as usual written ahead of time, but when it comes to questions, this means I won’t actually be around to answer them when it comes out. Instead, Martin will be around to answer some of your more pressing questions to begin with and I’ll try to answer any remaining important questions on Monday (as we also get tomorrow off as a bridge day).

With all that said, I should also remind you that as always any values, texts, designs, graphics etc. are work in progress and are subject to change!

But now, without further ado, enter Treaties:



[h2]Diplomatic Treaties[/h2]
As part of the changes to the World Market we described in Dev Diary #143 and with Trade Routes as you know them going away, we wanted to introduce a new mechanic that let you actively establish pointed strategic ways of elevating your industries or exploiting other countries through trade. We wanted more ways for you to peacefully (but aggressively) compete against your rivals (and allies) and establish your dominance across the globe.

Initially, this was drafted to be a relatively simple tit-for-tat deal: “you give me grain, I give you coal”. But we of course got thinking and, particularly in the context of how often the community asks for more in-depth diplomacy, we thought: what if we went a step or two (or twenty) further and made it a full-blown system of treaties where you can weigh a bunch of different types of things against each other? Maybe to get Prussia to agree to an alliance you can sweeten the deal by promising to give them a certain amount of weapons every week. Or maybe you can say you’ll pay off Haiti’s debts in exchange for them granting you investment rights.

And well, that’s what we did.

Diplomatic Treaties are a new way for you to interact with other countries diplomatically. They are, in a way, a natural extension of what the diplomatic actions and pacts currently in the game do (more on that later), but instead of just having you propose one thing at a time in a vacuum, you can combine them and have the whole context of what you want be available and weighted together.

Pedro had some aggressive negotiation tactics

In short, the way it works is like this: you decide you want a treaty with another country, so you open the Treaty Draft panel (shown in the animation above). You then select what articles you’d like to have, both offers and requests. When you’re happy you send the proposal to the other country. They can then look at what you have proposed and either accept or reject of course, but they can also choose to negotiate further. Negotiating further lets them tweak the proposal however they want and then send it back to you. This is then repeated until either you agree on a treaty or you decide to just end the process. Assuming you sign the treaty, it is now in effect and remains so until either side withdraws from it.

A big crux on a system like this is of course how the AI handles it. We want to make sure that you can’t just scam the AI, but we also want you to feel you are drafting clever treaties and making use of any advantages you might have. In particular, we also want to feed into the fantasy of you being able to draft clearly unequal treaties with other countries because maybe you are able to remind them that you have big boats and a big army next door. These are all goals we have in mind while working on the balancing of this feature.

Before we go into the details of this a bit more though, I want to specifically address something I know will come up in the comments: are multilateral treaties possible? No. Making this system support multilateral treaties would be on a completely different level of complexity and would be a massive undertaking. If nothing else it would immensely complicate the UX and require a completely different way of tackling AI, drafting and all that. So, unfortunately, it’s not feasible. That is of course not to say that we don’t want multilateral treaties (they would be super cool!) or that a system like that couldn’t in the future build on treaties, but at least for now, it’s not something we are doing.

Enough of that though, let’s dive into the details.

[h2]Articles[/h2]
This is the core part of treaties that actually defines what they do. Articles have a few different classifications. On a fundamental level, articles can be either Mutual or Directional. This mostly just indicates whether the article is something that affects both sides equally or not. A prime example of a mutual article is an Alliance: both sides are involved equally. On the other hand, Transfer Goods is an example of a Directional article: one side (the source) is sending the goods and the other (the target) is receiving them.

The next important aspect of articles is Inputs. Some articles have required inputs and others do not. Again, an Alliance is just an Alliance, you don’t need to define anything else, but for Transfer Goods you need to specify which goods you want to transfer and how many.

Supporting Texas with some good ol’ ammo

Articles can have a number of different inputs depending on what they’re meant to do.

What these inputs are actually used for differs and is up for the article to define.

As for what articles you can expect to be in the game, a lot of them will be things we are moving over from the old diplomatic actions system. This includes of course Alliances and Defensive Pacts, but also e.g. State Transfer and Join Power Bloc and if you own Sphere of Influence, Investment Rights.

For the majority of the articles that have counterparts as diplomatic actions, the corresponding diplomatic actions or pacts will be removed and Treaties will be the new way through which you access them. Do note that not all diplomatic actions have been made into articles, only the ones that made sense, this means that actions like Declare Rivalry or Improve Relations will still work as they used to.

We’ve taken the opportunity to rework Treaty Ports by turning them into an article instead of a consequence of geography. No Treaty, no Treaty Port! (Historical treaties aren’t setup yet, so ignore the date and binding time details)

In addition to those, we also have some completely new articles coming with 1.9. One of them Lino talked about on the previous Dev Diary DD #145: Military Access. That Dev Diary already went into detail on how Military Access works, so let’s talk about the other new article coming with 1.9: Transit Rights.

Who’s gonna play Switzerland as their first run when 1.9 drops?

If Military Access lets you march your troops through another country, Transit Rights lets landlocked countries pass through a country to access the world market. This can be chained through multiple countries if needed. Switzerland stans can calm down.

[h2]Ending a Treaty[/h2]
A Treaty ends when either side withdraws from the treaty. Easy. Of course, if you gave away Angola in exchange for Spain transferring you a certain amount of money every week, you want to make sure they actually follow through and you don’t get scammed. This is where binding periods come in.

When signing a treaty, you also define for how long that treaty will be binding (e.g. 5, 10, 15 years). When the binding duration for the treaty lapses, either side can end the treaty at any point without consequences.

We’re still looking at a few alternatives for how to pick the binding period. This is one, but it could also maybe be a slider?

You can still end a treaty before the binding period ends of course, but then you would be in breach of the treaty and subject to hefty penalties depending on the articles present in the treaty.

[h2](Re)Negotiation[/h2]
If you made some poor choices and a Treaty is really not good for you, you can attempt to renegotiate the treaty instead of just withdrawing from it. To do so, you select what treaty you want to renegotiate and simply click on the button. This will bring you to a flow similar to the original drafting panel, but instead of having a blank slate, the existing articles will be the baseline. From there you can add or remove articles, change inputs or even change the binding period. When you’re happy, you send the proposal as usual and the other side has the opportunity to respond. If they agree, great, the old treaty is replaced with this new one. If they reject your offer though, the old treaty remains in force as it was.

New Granada is starting to feel like maybe this wasn’t such a good deal after all

It is worth noting though that some articles are not renegotiable. This mostly applies to articles that have some kind of immediate effect upon signing, like transferring a state, because you can’t just undo that simply by changing the terms somewhat.

[h2]Non-fulfillment Consequences[/h2]
Say you are playing as Belgium and you need paper, but don’t feel like actually making it yourself. You could set up a treaty where you give the Netherlands some of your Sulfur and in exchange they give you some of the Paper they produce. They agree to this, but then for whatever reason, say a foreign power annexed their only paper mills, they are not able to produce the Paper they should deliver to you. This would likely lead to a shortage of Paper in the Dutch Market which would mean they are not able to deliver the Paper to you.

In such a case, the Netherlands would be considered to be in non-fulfillment of their part of the Treaty. When that happens, generally one of two things will happen depending on what Article is not being fulfilled: if it’s a serious breach, like not answering the call of an Alliance, that will break the whole treaty and the party at fault will receive all the penalties tied to an early withdrawal if the treaty is still binding.

For less serious breaches though, like with the example above, what happens is that the other side of the treaty will be inactive until the breach is addressed, at which point the treaty resumes as usual. In our example, if the Netherlands stopped delivering Paper because they had a shortage due to not producing it, Belgium would stop delivering Sulfur in return as well. This would then hold until the Paper deliveries resume. If there are any other articles on Belgium’s side (including mutual articles) those are also inactivated for as long as the other side is in non-fulfillment. The side that isn’t fulfilling one of their articles stays active though.

Finally, I’d like to note that not all articles will be non-fulfillable. For some articles like investment rights, you can’t not fulfill it, it just happens anyway.

[h2]Obligations[/h2]
As usual, you can call in obligations to make countries more likely to accept a treaty you propose. When it comes to how you get those obligations we’re making some changes though. Broadly speaking, you will be able to say you consider a certain treaty as essentially a favor to the other side. This will reduce their acceptance of the treaty, but in turn, if the binding period of the treaty lapses and everyone fulfills their parts it will grant you an obligation you can then use as usual.

Signed treaties will take on different names depending on different circumstances. There will also be some historical treaties scripted in with their historical names. Additionally, you will also be able to give your treaties a custom name if you so wish. (shout out to Default Window Line Two)

[h2]Modding[/h2]
As always we have made an active effort to keep this feature as moddable as possible. Many times when thinking about how to solve a certain problem we could see an easy solution which would just work within the assumptions of what we have planned to do with the feature and a more complicated solution where making things work on a more abstract level meant more combinations were possible for modders and as much as possible we chose the latter. As such, I’d like to take a little bit of time to talk about what you can do with this system, primarily centered around modding articles.
A lot of article modding is similar to diplomatic action modding: you can set AI weights, modifiers, effects, costs and so on. What is a bit different here with how articles work, is that you are also able to set if an article should be mutual or directional, but more importantly, you can have the article take any combination of the following inputs (although only one of each):

  • Quantity
  • Goods
  • Building Type
  • Law Type
  • Strategic Region
  • Country
  • State
  • Company


You can then reference these inputs in the immediate effect of the article to do whatever you want that can be done in an effect block.

A little example of how flags and inputs are set in script on articles

There are of course some significant parts of articles that are hard coded, but we tried to make them flexible in that. For instance, most vanilla articles work by setting behavior flags. So Transfer Goods has an is_transfer_goods flag. This then tells the code what behavior it should call and makes it take in the expected inputs that is_transfer_goods requires. There’s also say is_investment_rights, or is_alliance. And the cool thing here is that you can actually to some degree combine these. So if you want to make an article that grants both military access and transit rights at the same time, you can do that. The main limitation here is if you have two flags that look at the same input type, they will have to use the same input. So combining transfer goods with no tariffs would necessarily both target the same input.
Another cool thing you can do is mod the non-fulfillment conditions. You could for instance have a version of Transfer Goods that is only active while the countries are at peace or something and then if that is broken maybe you’d want the treaty to auto-break or maybe you want it to freeze instead. Up to you.

[h2]Charters of Commerce[/h2]
While everything I have described so far will be part of the free 1.9 update, the Mechanics Pack Charters of Commerce will also include a number of new articles exclusive to it:

  • No Tariffs on Goods: The country is not allowed to set tariffs on a specific input good when trading with the World Market
  • No Subventions on Goods: The country is not allowed to set subventions on a specific input good when trading with the World Market
  • Prohibit trade of good with World Market: The country is not allowed to trade a specific input good with the World Market
  • Law commitment: The country commits to passing a specific law. As long as they don’t, their side is not fulfilled and the other side of the treaty is inactive
  • Non-Colonization Agreement: The country is not allowed to colonize a specific strategic region
  • Grant Monopoly to Foreign Company: Tune in to the next dev diary when Lino will talk more about this


Portugal would really like to be left alone with their colonies

[hr][/hr]

I feel like there is something I forgot to mention…hmmm

[h2]Just one more thing[/h2]
There’s one more thing I’d like to show before we end this though. In addition to the flow I’ve already explained above, there’s another way Treaties can be used: Diplomatic Plays.

In 1.9, as part of the free update, we’re adding a new war goal: Enforce Treaty Article. This war goal lets you select between a number of articles that are specifically classified (in script) as enforceable. You can select this war goal multiple times targeting different articles. Then, at the end of the war, all instances of the war goal against the same country will result in a War Reparations Treaty against that country. This treaty, being enforced, cannot be withdrawn from.

What this means is that on a base level you can have war reparations work as they used to, but if you prefer, as part of war reparations you can instead demand getting investment rights in the country in question. Or you can prohibit them from trading weapons and artillery with the world market. Or you could mod some other article we haven’t thought about and do that instead. Or all of the above.

Now you’ll have more ways in which you can make the Prussians pay

[hr][/hr]

Alright, now that was actually all I had to show you today. I hope you are as excited about all this as I have been to tell you about it. It’s been a whole journey to work on it and it’s awesome finally getting to share it with you all. Let me know what you think: are there any article combinations you are particularly excited about? And for the modders out there, have the modding gears started turning already? I’m very much looking forward to seeing what clever treaties you all come up with and hearing about all the backstabbing in MP when 1.9 releases on June 17.

Before that though, Lino will be back in two weeks to tell you some more about what we have been cooking with Companies and Executives. Until then!