Victoria 3

Victoria 3

View Stats:
Joker1321 Dec 5, 2022 @ 3:56pm
For the love of god, make a build all button.
This is to the devs, should they happen upon this thread:

Please, make either a UI button, or key press(es) + click combination to build all of the type of building selected, in all provinces where it can be built.

I.e. Say for instance I want to build livestock farms, 10 in every province that I control. From the build menu I select livestock farms, hover over the list UI press shift+alt+left click -> every entry in that list UI gets +10 to the building queue.

You might argue that that marginalizes the players choices with regard to specific build order in the construction queue because the player isn't picking to build in this province or that province first. Fine, use whatever the sort order for the list UI is currently set to, and in that way the player can have more granular control over the build order, while still removing the tedious task of clicking through (sometimes huge mid to late game ) entire lists for the umpteenth time.

Thanks,

Someone who plays a lot of your game.
< >
Showing 1-4 of 4 comments
teron Dec 5, 2022 @ 6:18pm 
That would likely cause players to complain since you would then potentially have the following issues:
provinces that have more jobs then workers, which can cause in really bad cases issues with other industries
Put you over the infrastructure cap in a bunch of states
In your example of cattle farms, building those less useful farms in states that have dye/sugar/opium/silk/tea/coffee/tobacco potential
Crashing the market price for a good due to drastically increasing supply

I find what works is split states into ones you build industry in, and ones you don't build industry but fill all the resources and arable land slots and then forget about.
kgkong Dec 5, 2022 @ 6:52pm 
Originally posted by teron:
That would likely cause players to complain since you would then potentially have the following issues:
provinces that have more jobs then workers, which can cause in really bad cases issues with other industries
Put you over the infrastructure cap in a bunch of states
In your example of cattle farms, building those less useful farms in states that have dye/sugar/opium/silk/tea/coffee/tobacco potential
Crashing the market price for a good due to drastically increasing supply

I find what works is split states into ones you build industry in, and ones you don't build industry but fill all the resources and arable land slots and then forget about.
Yea, predicted market earnings don't take into consideration any building currently under construction, or full employment if it's not currently fully staffed.
And then to offer a way to show predicted earnings at each or average across them all for a build all option, you'll be throwing a pretty big calculation at the CPU.

I'm not opposing the idea. Just figuring out where I sit on this idea and variations of it. How important is it versus other features, QoL, and optimizations that are needed?
jyuuu Dec 6, 2022 @ 4:36am 
im not sure why you would want to build a certain building in every state at once, i think you should build each building up to at least level 51 where possible before moving to other states to take full advantage of the economy of scale bonus anyway
equinox1911 Dec 6, 2022 @ 4:44am 
What a horrible proposal for the base game ....
like i cant even
if you want that functionality make a mod.
Take a look at anbeeld's AI mod find out how he adds buildings to que and make your own decision for it.
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: Dec 5, 2022 @ 3:56pm
Posts: 4