Victoria 3

Victoria 3

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Railway Automatic Expansion Fixed [DEPRECATED]
   
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17 nov, 2023 @ 5:40
21 nov, 2024 @ 7:22
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Railway Automatic Expansion Fixed [DEPRECATED]

I 1 samling av Ferrous
Ferrous's Tweaks & Whatnot [DEPRECATED]
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Compatible with 1.8.*. Fixes the auto-expansion logic of railroads.
Compatible with VTM, load order doesn't matter.
Can be installed mid-game.
Affects everyone, AIs included.
Works for all languages.
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This mod makes it so railways on automatic expansion do so when, assuming other conditions are met, the infrastructure usage exceeds infrastructure available, instead of using market access as the condition.

Any input shortage will also prevent further auto-expansion.

(Using market access as the condition would bug out the logic in cases like blockades. Not checking for shortage will bug out the logic in cases like civil wars)

1.7.5 update: Compatched with VTM
1.5.10 update: The auto expansion logic for power plants is fixed by Paradox, so that part of the mod is removed.

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Citations:
Improved Auto-Expand by xor
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2951586988
Does similar things, but uses market access check instead, at least until they stole my code, bloody hacks.
16 kommentarer
Ferrous  [skapare] 19 jun @ 8:09 
=D
Flounder 19 jun @ 7:16 
Nice work, devs noticed!
Ferrous  [skapare] 17 jun @ 9:51 
Basegame now uses the new infrastructure_delta trigger to check if a state needs new railroads instead of the old market access method.
As such I'm deprecating this mod
Ferrous  [skapare] 7 jan @ 0:39 
@udkudk
I like your idea, don't get me wrong, but I don't believe this is needed, or at least it is out of scope for this mod.

at that point it is up to the player to turn off auto construction (high level strategic decisions should be up to the player, not an written into an automatic rule)

the point of auto-construction is literally to get the game to automatically build more levels if it's still profitable to do so

And yes, i know how switch works
udkudk 6 jan @ 21:05 
Here's my modified code for Railways:

xor_railway_auto_expand_rule = {
# Same as pre-modification
building_has_goods_shortage = no
NOT = { is_under_construction = yes }
occupancy >= 0.8

# Modified Sections

OR = {
# If infrastructure is low, Expand no matter what
state = {
relative_infrastructure < 1 # Checks percentage, so can't use number
}
# If infrastructure is enough, check profitability while preventing infinite auto expansion
AND = {
cash_reserves_ratio > 0.5
weekly_profit > 100
state = {
sg:transportation = {
state_goods_pricier > -0.25
}
}
}
}
}
udkudk 6 jan @ 21:01 
Therefore I did a modification to your rules by adding following lines to compare LOCAL good price and only allow Auto Expansion if every other criteria already fits + related local good price is higher than -25%.

An example for Rail Way code addition:
state = {
sg:transportation = {
state_goods_pricier > -0.25
}
}

To not create separate auto building construction build triggers for every building with separate good outputs:
Use SWITCH trigger to check for which building you're scoping from, and then scope to related good outputs. e.g. compare electricity in power plants, clothes in textile buildings etc...
Because of how SWITCH works, if a custom building exists, it will skip this section, allowing their mods to function with other triggers without breaking auto expansion.
udkudk 6 jan @ 21:01 
I found a possible improvement to this mod to fix a problem:

If your buildings becomes too efficient as a result of modifier stacking via various ways (Power Bloc principles + technologies + certain laws + companies + even events and state traits), building in question becomes so profitable that Auto Expansion continuously expands building in question.

This results in very low good prices for those buildings because buildings are too profitable even at those prices, allowing an over-construction of buildings thanks to Auto Expansion rules.

Low Prices are good, but only to a point. They increase GDP much less and SOL increase doesn't matter much because of other good's expenses.
It's generally better to focus your construction capacity to other goods after price of goods falls to below -25%.
Ferrous  [skapare] 11 dec, 2024 @ 3:53 
ok for 1.8.6
Ferrous  [skapare] 5 dec, 2024 @ 3:38 
ok for 1.8.4
Ferrous  [skapare] 28 nov, 2024 @ 6:23 
ok for 1.8.3