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I need a bit more information to have some idea of what's happening. :)
@COMRADE - You can't build this building if you don't have the Napoleonic Warfare tech researched. What country were you playing as and did you have the tech researched? Additionally, this mod was not compatible with 1.10 until today, so you may have run into issues with that if you were using it with 1.10 prior to this update.
@---fk--- I made some improvements to the code for how the AI values this building. Theoretically, this should have made the situation with overbuilding a lot better. The problem is that the game's economy changed massively with the addition of the new trade rework, and as a result, the AI has a lot more money to throw around than before. Hopefully things are better. I'm still testing things out, but I'll be making further changes in the next month or so.
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- Updated for 1.10.x compatibility.
- Distribution centers now start to open when a country is a committed participant in a diplomatic play.
- Slightly buffed logistics center convoys additions to address convoy requirement for troops.
- Slightly buffed logistics center bureaucracy additions.
- Added logic for logistics center ai_value.
- Small nations should no longer bankrupt themselves with logistics.
- Larger nations that use conscription will be more inclined to build logistics centers.
- The formula will be improved over time with testing and feedback.
- Distribution centers will now remember the last distribution setting.
- Logistics centers will now remain after a state gets a new owner.
- Makes capturing stockpiles easier to notice, but some stockpile will still be lost.