Building
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- See also: List of buildings, List of production methods
Buildings are the primary basis of a country's economy in Victoria 3. Buildings employ pops and produce goods, and some buildings provide other benefits, such as prestige, bureaucracy, or military units.
Although called buildings, they should be considered as industrial sectors, bureaucratic districts or similar – that is, a single level of a building does not represent a single factory, farm, or administrative office building, but a number of such.
Construction[edit | edit source]
The construction camp building from the infrastructure group produces
construction. This is handled on country level and used to construct the other buildings (other than subsistence buildings, which are built automatically).
- Buildings are located and built on the state level.
- Most buildings are directly constructed.
- When buildings are constructed, the construction uses pop labor and goods, and the costs involved are subject to market forces.
While, technically, there is no limit on the total number of buildings that can be built inside a state, different limitations placed on the buildings themselves (which are meant to simulate a sensible and realistic way for them to function) limit the states the player can place them in. For example, many production buildings are limited by locally available resources, such as arable land for agriculture or iron abundance in the case of iron mines. In a similar fashion, urban buildings (such as factories) are only limited by how many people can be crammed into the state, simulating the more densely populated nature of cities.
Construction Efficiency[edit | edit source]
Certain factors can modify the Construction Efficiency in a state, which makes each point of raw construction capacity contribute more or less towards construction progress of a building. At base construction efficiency, every point of raw construction capacity provides 1 effective construction progress. For example, if a state has +50% construction efficiency, then every 1 point of raw construction capacity provides 1.5 effective construction progress. Each building has a cap on how much effective construction progress can be made each week, typically 20, so the same example state with +50% construction efficiency would need to use only 13.34 points of construction capacity to build at maximum speed.
Building Construction Sectors in the state and using more advanced construction methods will increase construction efficiency in the state. Having surplus Bureaucracy can also increase construction efficiency nationwide.
Building categories[edit | edit source]
In general, buildings can be broken down into the following categories:
- 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 those peasants. Pops working in these buildings contribute little to GDP and taxes per capita.
- Urban centers - Another special type of building. Like the 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.
- Government buildings - These are buildings that are fully funded by the state and provide crucial civil services required for the smooth running of a Victorian era 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.
- Private industries - These are the counterpart to government buildings. The vast majority of buildings 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 -- though it is important to note that under certain economic systems the ownership of buildings may be radically different.
- Development buildings - These are often, but not always, government buildings that distinguish themselves by providing vital state-level functions. For example, a barracks that recruits and trains soldiers from the local population or railways which provides the infrastructure other buildings need to bring their goods to the market.
Managing buildings[edit | edit source]
To ease the management of all the different buildings (and their associated production methods) in the country the player can refer to the buildings panel.
The panel provides a bird's-eye view of all industries in the country, and allows the player to see at a glance how those industries are doing financially. The buildings are organized by major and minor type, and can be broken down further to view the individual building in each state, with the possibility of clicking on a building to get an in-depth view of its balance sheet and workforce. In addition, the panel allows adjusting the production methods of an individual building, or setting all production methods for a certain building type to a specific setting all across the country.
Predictive tooltips will explain the anticipated impact on the building's balance as a result of changes in production, consumption, and wage requirements, as well as the changes in employment (which new job positions will be created and which will disappear) that could also impact the country's politics over time. A warning will be provided if there aren't enough qualifying pops to take on any new professions created, as this could limit the industry's effectiveness.
Throughput[edit | edit source]
Throughput is a measure of how effective a workforce can turn input goods into output goods. Both input and output good will be increased/decreased by the throughput percentage, while required workers will remain the same. This can help an industry reach its maximum profit potential, as wages will not directly increase with the rise in production.
Throughput is positively modified by the economy of scale, certain technologies, good state traits or different encourage industry decrees It can be negatively modified by devastation, going into default or by a shortage of input goods. The modifiers stack with each other.
Economy of Scale[edit | edit source]
All productive buildings (except Subsistance farms) and many government buildings receive a +1% throughput bonus pr building level above 1 in the same state. The maximum throughput bonus is limited by technology. The maximum economy of scale bonus possible is 50% (which is achieved in a level 51 building).
Productivity[edit | edit source]
Buildings that produce & sell goods of any kind have a displayed productivity value. This is the profit-per-employee generated by the building on an annual basis, before wages are paid. The productivity value is displayed in green when it is either over 50.0 or more than 50% higher than average, or in red when it is either below 2.0 or less than 66% of the average.
The exact calculation of productivity is = (total annual price of output goods - total annual price of input goods) / total number of employees
The weekly balance can be derived by subtracting the average annual wage from productivity and then multiplying by (number of employees / 52)
Ownership[edit | edit source]
Buildings that produce Goods have an ownership production method that determines who holds ownership shares in the building and how many shares each owner has. Each ownership share entitles a pop to that proportion of a building's cash reserve and dividends. Pops will become more radical if a building where they have ownership shares is downsized or has its cash reserve wiped out from the country declaring bankruptcy.
When a building has a positive weekly balance a portion of this profit is first deposited into the building's cash reserves with the rest paid to the owners as dividends. Dividends are divided and paid per-share so in those cases where multiple pop types own a building and have unequal ownership shares each owner will receive dividends proportional to their shares. In practice if all owners of a building hold equal ownership shares then the dividends are divided and paid equally among them. Certain pop types such as Capitalists and Aristocrats may deposit a portion of their dividends into the Investment Pool. Dividends (after investment pool deposits) are subject to dividends taxes. Buildings with a full cash reserve will pay their entire weekly balance as dividends.
Building Production and Employment[edit | edit source]
When a specific combination of production methods is chosen, each level of buildings produces and consumes certain amount of goods while providing certain employments. The amount of goods and employments can be calculated by adding up the contributions from the production methods selected.
Industry Buildings[edit | edit source]
Building
Output Goods |
Base PM Group 1 | Base PM Group 2 | Refining PM Group | Automation PM Group | Ownership PM Group |
---|---|---|---|---|---|
Food Industries
|
Base | Canning | Distilleries | Automation | Ownership |
Bakeries
|
Jars
— |
Prioritize Grocery Production
— |
Manual Dough Processing
— |
Merchant Guilds
| |
Sweeteners
|
Canneries
|
Pot Stills
|
Automated Bakery
|
Privately Owned
| |
Baking Powder
|
Vacuum Canning
|
Patent Stills
|
Publicly Traded
| ||
Government Run
| |||||
Worker Cooperative
| |||||
Textile Mills
|
Base | N/A | Luxury Production | Automation | Ownership |
Handsewn Clothes
|
Prioritize Non-Luxury Clothing
— |
Traditional Looms
— |
Merchant Guilds
| ||
Dye Workshops
|
Craftsman Sewing
|
Mechanized Looms
|
Privately Owned
| ||
Sewing Machines
|
Elastics
|
Automatic Power Looms
|
Publicly Traded
| ||
Electric Sewing Machines
|
Government Run
| ||||
Worker Cooperative
| |||||
Furniture Manufacturies
|
Base | N/A | Luxury Production | Automation | Ownership |
Handcrafted Furniture
|
Prioritize Non-Luxury Furniture
— |
Hand Assembly
— |
Merchant Guilds
| ||
Lathes
|
Luxury Furniture Production
|
Water-tube Boiler
|
Privately Owned
| ||
Mechanized Workshops
|
Precision Tools
|
Rotary Valve Engine
|
Publicly Traded
| ||
Assembly Lines
|
Government Run
| ||||
Worker Cooperative
| |||||
Glassworks
|
Base | N/A | Luxury Production | Glassblowing | Ownership |
Forest Glass
|
Prioritize Glass Production
— |
Manual Glassblowing
— |
Merchant Guilds
| ||
Leaded Glass
|
Ceramics
|
Automatic Bottle Blowers
|
Privately Owned
| ||
Crystal Glass
|
Bone China
|
Publicly Traded
| |||
Houseware Plastics
|
Government Run
| ||||
Worker Cooperative
| |||||
Tooling Workshops
|
Base | N/A | N/A | Automation | Ownership |
Crude Tools
|
Hand Assembly
— |
Merchant Guilds
| |||
Pig Iron Tools
|
Water-tube Boiler
|
Privately Owned
| |||
Steel Tools
|
Rotary Valve Engine
|
Publicly Traded
| |||
Assembly Lines
|
Government Run
| ||||
Worker Cooperative
| |||||
Paper Mills
|
Base | N/A | N/A | Automation | Ownership |
Pulp Pressing
|
Hand Assembly
— |
Merchant Guilds
| |||
Sulfite Pulping
|
Water-tube Boiler
|
Privately Owned
| |||
Paper Bleaching
|
Rotary Valve Engine
|
Publicly Traded
| |||
Government Run
| |||||
Worker Cooperative
| |||||
Chemical Plants
|
Fertilizer Production | N/A | Explosives | N/A | Ownership |
Artificial Fertilizers
|
Prioritize Fertilizer Production
— |
Privately Owned
| |||
Improved Fertilizers
|
Leblanc Process
|
Publicly Traded
| |||
Nitrogen Fixation Process
|
Ammonia-soda Process
|
Government Run
| |||
Vacuum Evaporation
|
Worker Cooperative
| ||||
Brine Electrolysis
|
|||||
Synthetics Plants
|
Synthetic Dyes | N/A | Synthetic Silk | N/A | Ownership |
Synthetic Dye
|
Prioritize Dye Production
— |
Privately Owned
| |||
Rayon
|
Publicly Traded
| ||||
Government Run
| |||||
Worker Cooperative
| |||||
Steel Mills
|
Steelmaking Process | N/A | N/A | Automation | Ownership |
Blister Steel Process
|
Hand Assembly
— |
Privately Owned
| |||
Bessemer Process
|
Water-tube Boiler
|
Publicly Traded
| |||
Open Hearth Process
|
Rotary Valve Engine
|
Government Run
| |||
Electric Arc Process
|
Worker Cooperative
| ||||
Motor Industries
|
Base | N/A | Automobile Production | Automation | Ownership |
Steam Engines
|
Prioritize Engine Production
— |
Hand Assembly
— |
Privately Owned
| ||
Electric Engines
|
Automobile Production
|
Water-tube Boiler
|
Publicly Traded
| ||
Diesel Engines
|
Rotary Valve Engine
|
Government Run
| |||
Assembly Lines
|
Worker Cooperative
| ||||
Shipyards
|
Base | N/A | Military Base | N/A | Ownership |
Wooden Ships
|
Civilian Shipbuilding
— |
Merchant Guilds
| |||
Reinforced Wooden Ships
|
Military Shipbuilding
|
Privately Owned
| |||
Steamships
|
Extensive Military Shipbuilding
|
Publicly Traded
| |||
Arc-Welded Steamships
|
Military Shipbuilding
|
Government Run
| |||
Extensive Military Shipbuilding
|
Worker Cooperative
| ||||
War Machine Industries
|
Aeroplanes | N/A | Tanks | N/A | Ownership |
Aeroplane Production
|
Prioritize Aeroplane Production
— |
Privately Owned
| |||
Tank Production
|
Publicly Traded
| ||||
Government Run
| |||||
Worker Cooperative
| |||||
Electrics Industries
|
Telephones | N/A | Radios | N/A | Ownership |
Telephone Production
|
Prioritize Telephone Production
— |
Privately Owned
| |||
Radio Production
|
Publicly Traded
| ||||
Government Run
| |||||
Worker Cooperative
| |||||
Arms Industries
|
Firearms Manufacturing | N/A | Foundries | N/A | Ownership |
Muskets
|
Prioritize Small Arms Production
— |
Merchant Guilds
| |||
Rifles
|
Cannons
|
Privately Owned
| |||
Repeating Rifles
|
Smoothbores
|
Publicly Traded
| |||
Bolt Action Rifles
|
Breech Loaders
|
Government Run
| |||
Worker Cooperative
| |||||
Munition Plants
|
Base | N/A | N/A | N/A | Ownership |
Percussion Caps
|
Privately Owned
| ||||
Explosive Shells
|
Publicly Traded
| ||||
Government Run
| |||||
Worker Cooperative
|
Agricultural Buildings[edit | edit source]
Mines[edit | edit source]
Plantations[edit | edit source]
Military[edit | edit source]
Urban Center Buildings[edit | edit source]
Government Buildings[edit | edit source]
Monuments[edit | edit source]
Misc Resource Buildings[edit | edit source]
Canals[edit | edit source]
Railway and Trade Centers[edit | edit source]
Building
Output Goods |
Base PM Group | Passenger Trains PM Group | Ownership PM Group |
---|---|---|---|
Railway
|
Base | Passenger trains | Ownership |
Steam trains
|
Cargo prioritization | Privately owned
| |
Electric train
|
Wooden passenger carriages
|
Publicly traded
| |
Diesel trains
|
Steel passenger carriages
|
Government run
| |
Worker cooperative
|