建築 在《維多利亞3》裡,是一個國家經濟的核心基礎。 建築僱傭 人群 且通常生產商品 goods, 但是有的建築提供的是其他增益:例如威望, 行政力, 或者軍事單位。每一個建築都在一個地區上,且僱傭的人群必須在該地區上。每一級建築都有其所有權,可以是政府,該建築勞動力,一個公司,或者
上等階層人群。
儘管被稱為 「建築」,但它們應被理解為工業部門、官僚轄區或類似概念 —— 即單個等級的建築並非代表某一家工廠、農場或行政機構,而是代指若干此類設施的集合。
建造
來源 | 數量 |
---|---|
基礎 | +10 |
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+10 |
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+5 |
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+5 |
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+5 |
File:Invention elevators.png Elevators電梯 | +5 |
Tata公司繁榮度獎勵 | +10 |
建造力表示一個國家建造建造新建築的能力,無論是政府建造還是私人建造。每個擁有基礎的國家+10點建造力,但可以通過擴建File:Building construction sector.png construction sector 建造部門來獲取更多。
Whenever any building is built or expanded, it goes into the construction queue – with the exception of auto-built buildings, such as urban centers and trade centers. The construction queue is split into government construction – using the national budget – and private construction – using the investment pool. The proportion of construction points allocated to each is based on the Economic System law. If either queue is not utilizing its full allocation of construction points, the other queue can automatically use them.
Each regular constructible building has a construction cost, ranging from 100 to 800, with unique buildings costing 2500 and canals costing 5000. Each Monday construction points are added in order to buildings in the construction queue. Each country has a max weekly construction progress which limits the number of points added to a single building which can be increased by certain technologies. If the country has more construction points available than the max weekly construction progress limit next building in the queue receives the points up to the limit so on until no points remain.
The government construction queue can be reordered at any time, prioritizing or deprioritizing a given building's construction. Government construction can also be paused and unpaused at any time. As long as a building remains in the construction queue, it retains its construction progress, but if it is removed from the queue, all progress is lost with no refund or transfer.
Building costs
The costs of running the construction sectors (both labor and materials) are the sole expenses when constructing. They can be seen in the budget under Construction Goods and Government Wages respectively. When buildings are constructed, the construction sector uses pop labor and goods, and the costs involved are subject to market forces. Construction sectors use and
for the basic production method.
,
,
and
are required for more advanced production methods. Private construction draws funds from the investment pool for the cost of goods only — the construction sector employees are still paid from the national budget — and private construction is paused if the investment pool does not have sufficient funds to pay for construction.
Any excess construction each week is wasted. Wages must be paid regardless of whether the construction is used or not. However, excess construction does not require any goods. In general, one should always use the entire construction capacity outside of dire and temporary situations.
Construction efficiency
Construction efficiency is a modifier affecting the amount of construction points gained when building in a state. With no modifier to construction efficiency, each construction point provides one construction progress. Positive construction efficiency provides a bonus to the points assigned to a building in a queue. For example, if a state has +50% construction efficiency, then each construction point provides 1.5 construction progress. Conversely, a state with −50% construction efficiency would only gain 0.5 construction progress from each point of construction.
Construction efficiency is modified by various sources:
- Local construction sectors increase construction efficiency in the state, with more advanced production methods providing more efficiency per level.
- The
Road Maintenance decree provides +10% construction efficiency.
- The power bloc principle File:Principle tier I.png
Construction I provides +10% construction efficiency.
- Having surplus
Bureaucracy increases construction efficiency nationwide, up to +10% with 100% surplus bureaucracy.
- Certain state traits like mountains or deserts decrease local construction efficiency.
Turmoil decreases construction efficiency in increasing severity.
Devastation decreases construction efficiency in direct proportion.
- The
trade union trait
x24px decreases construction efficiency nationwide by −15%.
- Declaring bankruptcy decreases construction efficiency nationwide by −75%.
- Certain events can increase or decrease construction efficiency.
Construction efficiency has a minimum of 5%.
Building groups
Each building belongs to one or more building groups. These groups represent related industries and are also used for various modifiers and triggers.
These tables omit most groups which have the same name as the sole building contained within; groups containing a single building with a different name are indicated with hover text.
Manufacturing Industries | Service Industries | Urban Facilities | ||
---|---|---|---|---|
Light Industries | Heavy Industries | Ownership Buildings | ||
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|
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Government Structures | Infrastructure | Power Plants | Military Buildings | ||||
---|---|---|---|---|---|---|---|
Monuments | Private Infrastructure | Public Infrastructure | Canals | Army Buildings | Naval Buildings | ||
All monuments | ![]() |
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File:Building power plants.png Power Plants | ![]() |
Descriptively these groups represent various sectors of the economy:
- Urban – Urban buildings generally represent the sorts of industry or government work that takes place in Victorian cities. These are the industries that make finished goods, and centers of art and trade. Most urban buildings have no limit on their total levels and can be built in any state.
- Urban Centers – These represent the miscellaneous shops and small businesses that fill cities. Urban Centers are automatically created rather than built, with the number of levels based on the urbanization in a state; urbanization is generated by the state's other buildings. Urban Centers are the primary source of
but also produce infrastructure and transportation.
- Trade Centers – These represent the import/export businesses and brokers who manage international trading. Trade Centers are automatically created for each level of trade route owned by the country.
- Manufacturing industries – Manufacturing industries produce most goods: either finished goods for pop consumption, industrial goods such as
and
, or military goods such as
or
.
- Ownership buildings – These represent either aristocratic estates or capitalist financial firms which purchase ownership of other buildings and receive the dividends of profitable buildings.
- Urban Centers – These represent the miscellaneous shops and small businesses that fill cities. Urban Centers are automatically created rather than built, with the number of levels based on the urbanization in a state; urbanization is generated by the state's other buildings. Urban Centers are the primary source of
- Rural – Rural buildings represent industries more often situated outside a city, such as agriculture or mining. Rural buildings are typically limited to a set cap in each state, and no state can build every type.
- Agriculture – These represent industrialized farming. The number of agriculture buildings that can be built is limited by the amount of
arable land in each state. Additionally, each state can host only certain types of crops.
- Plantations – These represent large scale cultivational of cash crops. The number of plantation buildings that can be built is limited by the amount of
arable land in each state. Additionally, each state can host only certain types of crops.
- Ranches – These represent large scale livestock operations raising animals for meat and fabric and other byproducts such as fertilizer. The number of ranch buildings that can be built is limited by the amount of
arable land in each state.
- Extraction – These represent the extraction of natural resources such as mines, logging, fishing, and whaling. Most goods produced here are used by urban industries. Resource industries are limited by the natural availability of the resource in the state.
- Subsistence buildings – These are a special type of inefficient building that cannot manually be built or destroyed, but rather appear anywhere in the world where there is unused
arable land. The vast majority of the world's population starts the game working in subsistence buildings as
, 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.
- Agriculture – These represent industrialized farming. The number of agriculture buildings that can be built is limited by the amount of
- Development – These are government buildings that distinguish themselves by providing vital state-level functions. These include government offices, universities, and military buildings.
- Military bases – barracks and naval bases hire and train the
battalions and
flotillas that make up a country's standing army and navy. These buildings are limited based on the Army Model law for Barracks and technology for Naval Bases.
- Conscription centers – These represent a country's ability to levy its civilian population for war.
- Infrastructure – These are the ports and railways that connect the country. Ports are government funded, while railways may be privately owned or government run. Ports provide
and a small amount of
, while railways provide significant amounts of infrastructure and transportation.
- Government buildings – These are buildings funded by the government and provide crucial civil services required for the smooth running of a Victorian era nation. Examples include Government Administrations where
produce bureaucracy for the administration of incorporated states and institutions, and universities where
produce innovation for technological progression.
- Construction Sector – These are the construction firms which build other buildings. Once a Construction Sector has been built, they appear in the construction tab rather than the development tab.
- Canals – The Panama and Suez Canals. These can only be built in their historical locations and provide +100 prestige to their owner and +20% migration attraction to their state. They reduce the sea travel distance required for routes than go through them, saving a large number of convoys for trade and supply routes or travel time for fleets and armies.
- Monuments – Certain states across the world start with or can build unique buildings that historically existed in those states. Depending on the game rules, monuments may provide a unique effect, prestige, or simply bragging rights.
- Military bases – barracks and naval bases hire and train the
Urbanization
Urbanization represents the density of each state. Most buildings contribute between +5 and +20 urbanization per level. Initially, each 100 urbanization in a state creates one Urban Center. This is reduced by
Joint-Stock Companies (−10%),
Investment Banks (−15%), and File:Invention corporate governance.png Corporate Governance (−25%), such that eventually each 50 urbanization in a state creates one Urban Center.
Managing buildings
To ease the management of the different buildings (and their associated production methods) in the country, the player can refer to the buildings panel.
The panel provides an overview of all buildings in the country, and allows the player to see at a glance how those industries are doing financially. The buildings are grouped by type and can be expanded to view the individual buildings in each state, and each building can be clicked on 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 across the country.
Predictive tooltips 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 is provided if there are not enough qualifying pops to take on any new professions created, as this limits the building's ability to hire.
Throughput
Throughput is a measure of how effectively a workforce can turn input goods into output goods. Both input and output goods are modified by the throughput percentage, while required workers remains the same increasing or decreasing amount the productivity of the building without changing it's level or workforce. Positive throughput bonuses can help an industry reach its maximum profit potential, as additional wages are not necessary to achieve an increase in production.
Throughput is positively modified by the economy of scale, certain technologies, some state traits, the encourage industry decrees, certain interest group traits, and certain events. It can be negatively modified by devastation, some state traits, going into default, input goods shortage, and certain events. These modifiers stack additively with each other. Established companies also provide +10% throughput for their associated buildings.
Economy of scale
All productive buildings (except subsistence farms) and many government buildings receive a +1% throughput bonus for each building level in the same state. The maximum economy of scale throughput bonus starts at +20% and is increased by the Mechanized Workshops (+10%) and
Shift Work (+20%) technologies. The maximum economy of scale bonus possible is 50% (a level 50 building).
Nationalized buildings receive a penalty to economy of scale, up to −50% if all levels are nationalized.
Productivity
Buildings that produce and 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 30 or above 150% of the average for its type worldwide, or in red when it is either below 3 or below 66% of the average worldwide.
The exact calculation of productivity is [math]\displaystyle{ \dfrac{\text{annual price of output} - \text{annual price of input}}{\text{number of employees}} }[/math]
The weekly balance can be derived by subtracting the average annual wage from productivity and then multiplying by (number of employees / 52)
Ownership
Each building level has a certain owner. This can be a government, the building's employees, or an ownership building. Buildings which are always government funded can only be owned by the country that owns the state. Building levels owned by pops have ownership shares which entitle that pop to a proportion of a building's cash reserve and dividends. Pops become more if a building where they have ownership shares is downsized or has its cash reserve wiped out by the country declaring bankruptcy.
When a building is profitable, a 25% to 50% of the profit is deposited into the building's cash reserves with the rest paid to the owners as dividends. Buildings with full cash reserves pay their entire weekly profit as dividends. Dividends are divided and paid per share. For example, a Financial Districts building with the Privately Owned production method has 10 shares for its Capitalist employees and 1 share for its Shopkeeper employees. The Shopkeepers receive 9.1% of the building's dividends.
Certain pop types (,
,
,
, and
) contribute a portion of their dividends into the investment pool. Dividends paid to pops are also subject to dividends taxes on the full amount of paid dividends, regardless of how much is reinvested. Buildings owned by other buildings pay their dividends to the ownership buildings, which then pay dividends to their owner pops. Buildings owned by a government split dividends between the treasury and investment pool based on government dividend efficiency (treasury) and government dividend reinvestment (investment pool).[1]
Companies
- 主條目:Companies
Countries can establish companies which then can construct and own certain buildings. Buildings built by a company enjoy higher construction efficiency, and those owned by the company have higher throughput and potentially contribute to the company's prosperity to activate additional bonuses.
Building production and employment
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請幫助驗證或更新此部分。 它最後被驗證的 版本是 1.8。 |
- For full details of buildings, see List of buildings; for full details of production methods, see List of production methods.
Each level of a building produces and consumes certain amounts of goods while providing certain jobs based on the applied production methods. Production methods are applied to all levels of a building in a state.
Industry buildings
Agricultural buildings
Mines
Plantations
Military
Urban center buildings
Government buildings
Building Output goods |
Base PM group |
---|---|
Power Plants![]() |
Base |
Hydroelectric Plant | |
Coal-Fired Plant | |
Oil-Fired Plant |
Misc resource buildings
Railway and trade centers
Subsistence buildings
Construction sector
PM | Wooden Buildings | Iron-Frame Buildings | Steel-Frame Buildings | Arc-Welded Buildings |
---|---|---|---|---|
Output |
|
|
|
|
Input | ||||
Employment | ||||
Base cost |
Total 2000
|
Total 3600
|
Total 5400
|
Total 10300
|
參見
- ↑ There is currently a bug that governments do not receive any dividends from owning building levels in other countries.