Victoria 3

Victoria 3

Private Sector Construction
109 Comments
Dingbat32  [author] 23 Sep @ 1:25pm 
Mod is compatible with 1.10
Dingbat32  [author] 14 Sep @ 6:25am 
Tech & Res compatch is updated to work with Tech & Res 1.3
Vaokon 6 Sep @ 8:32am 
they're the same person lol
WagglyMussel92 4 Sep @ 12:57pm 
Hello, the tech & res comptach guy said it's difficult to make it work for the tech & res mod because you designed the feature to work with up to 4 building techs, maybe help him in some way? uwu
Archscientist K 7 Aug @ 6:18pm 
Good to hear! Thanks ^^
Dingbat32  [author] 7 Aug @ 6:04pm 
@Archscientist K Should be fine, since the throughput modifier will increase input for all input goods.
Archscientist K 6 Aug @ 8:29pm 
Would adding additional goods (particularly, Financial Services from the Political and Economic Changes mod) to Construction Regulators have any adverse effects on balance (beyond making construction more expensive for the government)? I'm trying to patch PEC and this mod together and PEC adds Financial Services to Construction Sectors. So I thought an easy way to do it would be to just add the goods as input for Construction Regulators (proportionally to the amount of construction generated with each different production method, in accordance to PEC balance).

Would there be any side effect for me to worry about? Or is just adding the goods as input like I said safe?
Archscientist K 4 Aug @ 5:18pm 
Great! Thanks for such a great mod ^^
Dingbat32  [author] 4 Aug @ 5:15pm 
@Archscientist K Yes
Archscientist K 4 Aug @ 5:04pm 
Is this mod compatible with mods that change private construction allocation from laws?
Dingbat32  [author] 4 Aug @ 3:03am 
@Nimrod Construction spending level is not your private construction allocation. It's the percent of your "spending limit" which is a multiple of your total income.
Nimrod 1 Aug @ 3:31am 
something seems wrong with "construction spending level". Or I simply dont understand how its supposed to wrok. Goods cost (for all I guess?) shows -162k
I set my spending level t 5% and get -40,9k (number to the right of the % value) which seems to be my actual weekly cost.
But 5% should be just short over 8k per week.
Anyone can tell me what up here?
I am using Exeter and the Exeter patch too, if that matters.
Authorofallsin 27 Jul @ 4:19pm 
There seems to be some problem with stack overflow. I don't know what's causing it. After a certain point/law change the construction allocation percentage experiences a stack overflow, essentially killing construction sectors. Has anyone experienced anything similar? I have not been able to isolated it.
KeinNiemand 26 Jul @ 2:23am 
@Dingbat32 Another very important value for balacning PM (again see Generalist Gamings Spreadsheet [docs.google.com] is the overall net money outpout produced which is Cost of Outputs - Cost of Input.
Depending on wheter you are construction limited (before you run out of peasents/unemployed) or Labor limited the best building to build generally is the one that gives you the highest net value per construction point (efficiency per week construction) or the highest net per 100 worker.
Price Flexibilty determines how big the range of input/output goods prices is the building can operate, while net determines the net value generated.
Dingbat32  [author] 25 Jul @ 4:50pm 
@KeinNiemand Yeah you're right about price flexibility. I designed construction sectors to be as profitable as tooling workshops at each production method, but construction sectors consume a lot more goods, and they're more likely to be above base price as well. I have realised that this is an issue, and I'll make some price adjustments to construction goods to make this less of a problem. Regarding the ai_value, I can test a higher one in some observer games to see if it makes a difference.
KeinNiemand 25 Jul @ 11:28am 
@McMuster
Continuing my last comment:
So making the construction sector PMs more profitable/(inscreasing their price flexibility) would reduce the demand needed to get it profitbale and therefore to get the AI to build it.
I'm not sure you can do that without breaking the balance of construction and making construction generally more/less expensive.



Also have you tried if it helps to just increse the ai_value for construction sectors a whole bunch?
KeinNiemand 25 Jul @ 11:28am 
@McMuster
continueing my last commen:
This means if your input goods are expensive (or will be expensive if you add the buy orders from the potential construction sector) you need way more then 50 demand to get it to build,
Like at 50 demand of iron fram construction, building 1 sector would instantly dump the price from +75% to +0% and becouse the construction secotsr aren't very profitable at +0% price they won't build at 50 Demand, they will only build it when the price after adding the full 50 sell orders from the sector is still high enough to be profitable.
Depending on input good prices and how wages you need anywhere between 50 and 100 sell orders (more if you already have supply since you need the high prices)
KeinNiemand 25 Jul @ 11:27am 
@McMuster The thing is that Price flexibility (Value of Output/Value of Input) of your construction sector PMs is very low, this that while con secotrs are just barley profitable at 100% input and output good costs as soon as the input good are more expesive or the cost of construction drops they aren't profitable anymore.

Like for Iron Frame the Price Flexibility is 104% this means if the price of inputs is 4% higher then base (and the output stays the same) it will loose money.

Note that this dosn't account for needing to pay wages so the input/output range where construction sectors are actually proftiable is even narrower.

Then you need to consider that the AI will only really likes buildings things that are predicted to be more profitable then anything else it could build.
Dingbat32  [author] 25 Jul @ 3:47am 
@McMuster Adding some subsistence construction output might be a good idea, will test it out. However, I found that increasing demand doesn't help much as even with 50+ construction consumed in a state it can be take a while for the first sector to be built.
Dingbat32  [author] 25 Jul @ 3:43am 
@KeinNiemand I know this is a problem, but it's not easy to fix, as local goods are hard to get off the ground. Same reason that you often need to manually build a lot of power plants to switch production methods to use electricity. I don't really know a direct fix, as the main problem is the investment score calculation, which is mostly hard-coded except for a few defines.
McMuster 24 Jul @ 5:28pm 
a couple refinements you could do here is add some TINY construction output from subsistence farms/population to get countries with no sectors off the ground easier, urban centers or each individual urban building could also consume a low baseline of construction so there's always some demand and to "attract" construction sector building to more developed states beyond
KeinNiemand 24 Jul @ 1:14pm 
The AI seems to not build enough construction sectors becouse they don't seem to be profitable unless the the demand is very high, that's especially true with building the first construction sector, that especially goes for the first construction sector or the first sector in a new state those almost never shop up as profitble => the Ai dosn't build it.
Dingbat32  [author] 22 Jul @ 4:54am 
@KeinNiemand Thanks, added to the description
KeinNiemand 22 Jul @ 3:34am 
I made my own compatibiltiy Patch for Basileia Romaion 1736 another overhaul, the only change made to construction sectors by that mod is removing the requirment for the urbanisation tech for construction sectors, but it also adds a universal all building troughput modifiers to literacy, which I fixed by overiding it and adding negative troughput modifer from literacy to the construction regulator.


[ https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3531655813 ](Link to the patch). Feel free to either link the patch or make your own.
Nimrod 20 Jul @ 1:43am 
Thank you so much for the Exether Compatch! Much appreciated!
ReiCoringa 🃏 18 Jul @ 4:39pm 
I just requested a Pull Request in this mod git to add Portuguese(Brazil) translation, also i made every not translated language to be english to stop codes to show inside the game.
darcinc 16 Jul @ 10:33pm 
How to safely remove this mod from started game?
KeinNiemand 16 Jul @ 3:57am 
@Dingbat32 Thanks for making the compatch.
With private construction sectors it would aslo make sense to have a construction sector company or maybe add construction sectors to one or more existing companys (maybe the construction 3 company).
Dingbat32  [author] 16 Jul @ 1:29am 
@KeinNiemand I assumed this would be very challenging so I didn't really look into it. Haven't played RoE before either. However, looking into it now and it doesn't seem that complex, yeah. Will release a compatch soon.
KeinNiemand 16 Jul @ 1:08am 
@Dingbat32 Sorry that I'm asking for this a second time, would a compatch with a total conversion mod like ROE require any more work then any a compatch with any other mod that changes construction sectores? In theory this mod dosn't change all that many things, so I think all that would be needed would be to add the magic PMs (and any other changes made to construction sectors) to get a functional compat patch.
I interpred the lack of response to my last comment that you won't make a compatch so I might look into making one myself.
Dingbat32  [author] 15 Jul @ 5:36pm 
@Universal Man Are you using any other mods? To be honest, not sure how this mod could be causing that. Could also be a vanilla bug.
Dingbat32  [author] 15 Jul @ 5:33pm 
@牛奶大魔王 Thanks! I have added it to the description.
Universal Man 15 Jul @ 8:59am 
hi i have a problem with mod, so when i click on a province during autosave which is quite often the game crashes
牛奶大魔王 15 Jul @ 7:14am 
Greetings! What a great mod, I want more Chinese players used it so i have translated it inside V3 Chinese submod mod
Would u include a line in description?

Here is my Chinese localization.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2880069248
Dingbat32  [author] 15 Jul @ 5:38am 
@Yurcick It would be nice to have more spending options, yes. Maybe a flat budget setting for those who prefer. However, government spending is not set as a percentage of the total construction - it is set as a percentage of your government income like 1b), with the ability to go over that if you want to go into debt, and this limit depending slightly on your economic system. If you hover over the percentage and then the maximum spending number it will show you the calculation.

For the second point, a cheaper construction good will lead to it being cheaper for the government regulator to purchase construction. The scaling is only based on your budget, so the same budget will go further if there is a higher supply of construction. This is especially obvious if you have a construction shortage and then build a lot of sectors, where you will see that spending is still the same but you can have 2 times the construction points.
Yurcick 15 Jul @ 1:13am 
Hi!
Nice mod, thank you for your work.

Two requests that would make this significantly cooler.
1) (a minor one) right now the government construction allocation is set in terms of overall construction share. It would make more sense if we had at switchable option to have it
1a) the way it is now (construction share, close to vanilla, but variable instead of depending on economic laws)
1b) in terms of governments income share (I want 20% of my weekly income to be spent on construction)
1c) in terms of a specific hard sum (I want 300k weekly to be spent on construction)

2) (a major one) right now the construction is a capacity that is autoscaled with regulators, which are autoscaled with (possibly private) construction goods availability. It'd be really great if we could make construction itself a good, so that when this good is in abundance (much more supply than demand), the construction would become cheaper
Dingbat32  [author] 14 Jul @ 3:39pm 
@Earl of Pudding @Tetra I've put together an official ComPatch now, so feel free to use that.
Dingbat32  [author] 13 Jul @ 12:25am 
@Earl of Pudding Hey this looks good but employment on the regulators needs to be reduced. The other employment numbers can also be set to the same as mine. However, the new added goods mean that the compatch is still required. I'll add it to the description if you update it.
Dingbat32  [author] 13 Jul @ 12:23am 
Bit of an update, have rebalanced the mod so that construction sectors only have 1000 employees, as in vanilla. Needed to change some construction good prices to get this balanced. Some other minor changes are visible in the change notes.
Tetra 12 Jul @ 9:08am 
@Earl of Pudding thanks, wouldve done it myself but never did so so far
Earl of Pudding 11 Jul @ 12:53am 
@Tetra I threw together a quick compatch, hopefully it meets your specifications. Enjoy. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3522550911
Alma_Negra 9 Jul @ 9:53am 
I'm having spending fluctuating by the thousands each week. Is there any way to clamp down on that?
KeinNiemand 9 Jul @ 2:26am 
Could you make a compatibility patch or version of the mod that's compatible with Realms of Exether? RoE changes and adds some new Construction Sector PMs also it's a total overhaul so at minimum this mod would need a compatibilty patch to work.
Dingbat32  [author] 8 Jul @ 5:08am 
@Tetra Will look into it when I have the chance
Dingbat32  [author] 8 Jul @ 5:07am 
Yes, this should be 100% compatible with Grey's Smarter Private Construction
Alma_Negra 7 Jul @ 2:20pm 
Would you happen to know if this is compatible to Greys smarter private construction?
Tetra 5 Jul @ 4:58pm 
Can there be a compatch for this with tech&res? If not, could you tell me how you can make such changes yourself? Because they use additional ressources like alloys, so it changes the game balance when using these recipes
Dingbat32  [author] 4 Jul @ 4:52am 
The 1.9.6 beta should fix the gui bug, be sure to use that if you experience any issues with this mod.
Authorofallsin 30 Jun @ 2:02pm 
Sadly does not work
Elmer Fapp 27 Jun @ 7:08pm 
If there's anyone having issues with not being able to set spending level and also has Community Mod Framework I moved this mod to the top of my load order and it seems to have solved it.