Victoria 3

Victoria 3

Grey's Smarter Private Construction
113 kommentarer
Kaiser AVH 29. sep. kl. 13:28 
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 28. sep. kl. 13:42 
this working after the patch?
MasterOfGrey  [ophavsmand] 17. sep. kl. 18:06 
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 17. sep. kl. 13:26 
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 4. sep. kl. 2:09 
I just made my own mod for that, is it ok if i link it here?
The_Last_Mando 4. sep. kl. 2:08 
Ok:steamsad:
MasterOfGrey  [ophavsmand] 3. sep. kl. 6:59 
Bahahaha, no
The_Last_Mando 3. sep. kl. 2:51 
Any chance you could make a standalone mod with the 10x private construction cap? Please sir:steamhearteyes:
Князь Владимир 28. aug. kl. 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  [ophavsmand] 20. aug. kl. 5:43 
No, just queue less government construction, the private construction allocations are minimum %'s, not maximum
Senkaimon 20. aug. kl. 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 19. aug. kl. 21:11 
Thank you so much!
MasterOfGrey  [ophavsmand] 19. aug. kl. 21:03 
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 19. aug. kl. 20:33 
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  [ophavsmand] 19. aug. kl. 19:12 
It doesn't currently, but now that I know about it, I'll raise that cap and update it soon.
Senkaimon 19. aug. kl. 19:00 
Does this also remove the 1000 constructions hard cap on private construction?
MasterOfGrey  [ophavsmand] 8. aug. kl. 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. aug. kl. 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. aug. kl. 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 16. juli kl. 20:25 
ok
MasterOfGrey  [ophavsmand] 16. juli kl. 17:38 
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 16. juli kl. 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 12. juli kl. 9:55 
Nvm, yes description says 1.8 but it says "(and onwards)" but most won't read like i didn't xD
MasterOfGrey  [ophavsmand] 11. juli kl. 17:40 
Yes, this is updated.
Black Dog 11. juli kl. 14:10 
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  [ophavsmand] 11. juli kl. 7:02 
IMO, no local goods is a bad mod. Local goods are important.
Kaiser 11. juli kl. 6:58 
it conflicts with the no local goods mod ;_;
Merluca Kitsokami 9. juli kl. 4:52 
I think you were right, the Patch today just fixed it :D
MasterOfGrey  [ophavsmand] 8. juli kl. 17:25 
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 8. juli kl. 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 5. juli kl. 21:54 
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 3. juli kl. 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  [ophavsmand] 1. juli kl. 18:49 
yes
Redstar Beteigeuze 1. juli kl. 17:27 
compatible and usefull with global market in 1.9.5??
Thanks for the reply!
MasterOfGrey  [ophavsmand] 23. juni kl. 0:13 
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.
Hmm. I wish Victoria 3 would improve this.
MasterOfGrey  [ophavsmand] 23. juni kl. 0:08 
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.
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  [ophavsmand] 23. juni kl. 0:01 
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 22. juni kl. 23:55 
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... 22. juni kl. 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  [ophavsmand] 22. juni kl. 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.
Loading... 22. juni kl. 0:58 
Specifically, my company was building only sugar plantations. I gave them a monopoly on banana plantations when there is a 2k deficiet of fruit in the market. I banned them from making sugar plantations and they just stopped making any buildings. The ai for the invesmtent pool does not seem to have a weight attached or an extremely low one for banana plantations, maybe a null value?
Loading... 22. juni kl. 0:53 
This seems to be causing a bug where the investment pool never makes banana plantations?
Vseman 20. juni kl. 8:44 
Thank you
MasterOfGrey  [ophavsmand] 20. juni kl. 8:36 
Controllable private construction has a list of incompatibilities all to its self.
This one is much less invasive.
Vseman 20. juni kl. 8:26 
Hi! Would the mods be compatible with each other or do they overlap too much? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3278770055
MasterOfGrey  [ophavsmand] 18. juni kl. 23:42 
V1.9: Updated for 1.9 - Un-did owner changes (no longer needed) + Merchant Marine -> Industrial good.
瓶澤唯152 18. juni kl. 0:33 
I think if my needs to upgrade