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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.
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?
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.