Victoria 3

Victoria 3

Grey's Smarter Private Construction
120 条留言
varonel 3 小时以前 
There seems to be an issue currently, at least in my India run, where the private queue builds nothing but railways, even with 2-3 times more infra available than used. Is this mod able to fix that? Not sure if anyone else noticed this issue.
MasterOfGrey  [作者] 10 月 15 日 上午 2:39 
Correct. The game also won't downsize them if they're company-owned which is also a basegame problem I can't fix - though I did just release a mod today that disables companies... in case that problem annoys you badly enough.
Petrichor 10 月 15 日 上午 2:37 
Looks like Janus already asked the question i was coming to ask, i got a screenshot here of my private construction building 255 (interesting number to stop at) glass factories on the same province all at once

economies past 5k or so construction power start getting really weird things like this popping up, but it feels like a basegame problem, and i guess there isn't a define to do anything about it
MasterOfGrey  [作者] 10 月 14 日 下午 6:10 
Oh, it is.
Teoman 10 月 14 日 上午 10:33 
Are you considering answering the question of those who ask if it is compatible with the latest version?
MasterOfGrey  [作者] 10 月 11 日 下午 6:23 
There is not, that’s a fundamental game problem that cant really be 100% solved at the moment
Janus 10 月 8 日 上午 7:12 
Hi, your mod is usually find, but sometimes the investor spam upgrading one kind of building in a state to absurd ammounts like ten times or even more. So I was wondering if there was a defines edit to cap the max number of times a building can be built/upgrade on a single state on a certain moment.
Kaiser AVH 9 月 29 日 下午 1:28 
Hi! Is this mod compatible with the latest patch?
If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!
Fish 9 月 28 日 下午 1:42 
this working after the patch?
MasterOfGrey  [作者] 9 月 17 日 下午 6:06 
You are looking for the defines:
PRODUCTION_BUILDING_LONG_CONSTRUCTION_TIME_THRESHOLD
PRODUCTION_BUILDING_LONG_CONSTRUCTION_TIME_MULT
PRODUCTION_BUILDING_VERY_LONG_CONSTRUCTION_TIME_THRESHOLD
PRODUCTION_BUILDING_VERY_LONG_CONSTRUCTION_TIME_MULT

Just be careful you don't make it impossible to built anything that takes a long time (like national monuments etc.)
ahimsaboy 9 月 17 日 下午 1:26 
I want to keep my investors from trying to spend 6 years building a railroad in my Saharan desert colony with a -80% construction malus, no pop qualifications, and a total population of 1.5k. This is happening without this mod and still happening with it. I'm wondering if there are some defines I can change to stop this while using this mod?
The_Last_Mando 9 月 4 日 上午 2:09 
I just made my own mod for that, is it ok if i link it here?
The_Last_Mando 9 月 4 日 上午 2:08 
Ok:steamsad:
MasterOfGrey  [作者] 9 月 3 日 上午 6:59 
Bahahaha, no
The_Last_Mando 9 月 3 日 上午 2:51 
Any chance you could make a standalone mod with the 10x private construction cap? Please sir:steamhearteyes:
Князь Владимир 8 月 28 日 上午 3:17 
I was a little confused that investors are trying to build 300 power plants.
Although 15 would have been enough. And they are trying to build all at once.
Maybe it is worth somehow limiting simultaneous investment in one object?
MasterOfGrey  [作者] 8 月 20 日 上午 5:43 
No, just queue less government construction, the private construction allocations are minimum %'s, not maximum
Senkaimon 8 月 20 日 上午 5:42 
Oh another thing that came to mind: Would it be possible to create decisions to voluntarily increase the Private construction allocation in amounts of 5 up to 20 max (95 with LF)? That way you can actually use these absurd endgame Investmentpools
Senkaimon 8 月 19 日 下午 9:11 
Thank you so much!
MasterOfGrey  [作者] 8 月 19 日 下午 9:03 
Updated: V1.10: Raised the cap on number of items in the construction queue to 10x default value (the cap cannot actually be totally removed)
Senkaimon 8 月 19 日 下午 8:33 
Thanks man! I've been looking for a mod that does just that for ages, It's such an annoying issue. I usually reach 1000 private Constructions in the 70s and after that you can end the campaign as expanding your construction sectors stops being feasible past a certain amount and your investment pool just keeps growing endlessly without use. Going coop in this situation would destroy all your foreign investment which also discourages that option. If you get rid of that cap the mod is a 10/10 :)
MasterOfGrey  [作者] 8 月 19 日 下午 7:12 
It doesn't currently, but now that I know about it, I'll raise that cap and update it soon.
Senkaimon 8 月 19 日 下午 7:00 
Does this also remove the 1000 constructions hard cap on private construction?
MasterOfGrey  [作者] 8 月 8 日 上午 5:49 
Private investment is *only* capable of responding to profit and related weights.
If you are down in infrastructure, but new railways aren't very profitable, you'll need to either increase demand for transport, or build manually.
Osium 8 月 8 日 上午 5:47 
Ok, looking at the defines, I think I see the problem. I'm playing Columbia District. My migration is through the roof, but my workforce is being used up basically as fast as it arrives, which means according to the defines, it basically doesn't want to build infrastructure if infrastructure is 20 or less. Which is a problem I think, because there isn't actually a workforce shortage, but infrastructure in states getting built up is falling farther and farther behind.
Osium 8 月 8 日 上午 5:42 
It's very, very, reluctant to build railways.

I'll often find states -50 or -60 down on infrastructure, and the private investment isn't touching railways or ports.

Maybe your intention isn't for private investment to build infrastructure? Personally, I feel like private investment should prioritize infrastructure whenever there is a deficit and construction efficiency isn't too low, because the knock on effect of having infrastructure deficits is long term, like the opposite of a snowball.

The AI might be more proactive about building infrastructure with their construction budget, but even the AI I think would benefit from its private investment being a little more aggressive about building rail.
퉁퉁퉁퉁퉁퉁퉁 닝후르 7 月 16 日 下午 8:25 
ok
MasterOfGrey  [作者] 7 月 16 日 下午 5:38 
Private construction only builds when there's demand enough to be profitable.
You can't force private construction to build things if there's no market for the new product, create the market for the product first.
퉁퉁퉁퉁퉁퉁퉁 닝후르 7 月 16 日 下午 12:24 
Hello, I need your help.

I set each building high with my own aivalue, but private construction doesn't build unless I make it a priority. I want this process

If a new technology is invented and a new product is created, I hope that private construction will respond quickly to it and build it first or in several areas

new tech -> new products -> build quickly

And most scarce resources have high prices. How can I make you sensitive and quick to react to these high-priced products?
Mazutaki 7 月 12 日 上午 9:55 
Nvm, yes description says 1.8 but it says "(and onwards)" but most won't read like i didn't xD
MasterOfGrey  [作者] 7 月 11 日 下午 5:40 
Yes, this is updated.
Black Dog 7 月 11 日 下午 2:10 
Just wondering if you've updated this for version 1.9.6? (if you even needed to)

I tried playing without it last night after a long time, i forgot how much better the AI is with this mod lol
MasterOfGrey  [作者] 7 月 11 日 上午 7:02 
IMO, no local goods is a bad mod. Local goods are important.
Kaiser 7 月 11 日 上午 6:58 
it conflicts with the no local goods mod ;_;
Merluca Kitsokami 7 月 9 日 上午 4:52 
I think you were right, the Patch today just fixed it :D
MasterOfGrey  [作者] 7 月 8 日 下午 5:25 
I *think* this is a vanilla problem at the moment, but it's hard to say. I'll keep an eye out, especially after the 1.9.6 beta is finished.
Merluca Kitsokami 7 月 8 日 上午 9:11 
@623932690
Yea got the same issue with a endless loop of building more trade centre, they get demolished cause they allready sit 8k with 4k unused, ai decides to build 5 more to replace the one demolished
624932690 7 月 5 日 下午 9:54 
Saw a weird loop where AI private construction tries to build trade center (profitable) before loosing levels due to unused trade capacity.. So weird
Archscientist K 7 月 3 日 上午 8:24 
Would this mod be compatible with Political and Economic Changes (PEC)? It is quite an extensive mod, so I'm worried about any incompatibilities
MasterOfGrey  [作者] 7 月 1 日 下午 6:49 
yes
Redstar Beteigeuze 7 月 1 日 下午 5:27 
compatible and usefull with global market in 1.9.5??
퉁퉁퉁퉁퉁퉁퉁 닝후르 6 月 23 日 上午 12:17 
Thanks for the reply!
MasterOfGrey  [作者] 6 月 23 日 上午 12:13 
This system is actually quite robust, most new buildings modders are likely to add will inherit the weights from parent groups unless they deliberately break them.

It's only big mods that have very large overhauls of the buildings (like Tech & Res) that need to watch what they're doing.
퉁퉁퉁퉁퉁퉁퉁 닝후르 6 月 23 日 上午 12:10 
Hmm. I wish Victoria 3 would improve this.
MasterOfGrey  [作者] 6 月 23 日 上午 12:08 
Yes, but *only* if the owner buildings have proper investment weights set. Otherwise the private construction doesn't know it's supposed to care about the buildings that would fix that lack of products.

This mod works on improving the logic for how, where, and when they build the buildings they care about.

Other mods that add new buildings need to make sure that they're making sure investors actually care about the buildings they're creating.
퉁퉁퉁퉁퉁퉁퉁 닝후르 6 月 23 日 上午 12:04 
I see. It seems he didn't set the requirements for Private Construction during the modding process.

Anyway, during the modding process, isn't there a part where Private Construction's requirements are to self-sufficiency in products that are lacking in the market?
MasterOfGrey  [作者] 6 月 23 日 上午 12:01 
This should be entirely compatible with Tech and Res (and almost anything really).

I *suspect* tech and res hasn't implemented suitable investment priorities for its new buildings into the ownership building definitions.
퉁퉁퉁퉁퉁퉁퉁 닝후르 6 月 22 日 下午 11:55 
This is a really interesting mod. Thanks for making it.

I have a question.

I'm using the tech & rex mod. When new technologies are invented and new products are created, Private Construction is not interested in them. (Even though there is a shortage of supply in the market.) Is it possible to change or improve the logic of Private Construction from profitability to smooth resource supply? Because it will be "profitable" because there is demand in the game.

Or is it incompatible or not compatible with other mod buildings?
Loading... 6 月 22 日 下午 12:49 
I figured it out, unsure what mod did it, but I removed all my other mods but this one and it fixes itself? Weird. Sorry for that
MasterOfGrey  [作者] 6 月 22 日 上午 7:02 
I don't see why that would be happening, but I will look into it, because that's something that is within scope for this mod to try and fix.