Victoria 3

Victoria 3

Private Sector Construction
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Update: Jun 17 @ 1:58pm

V1.2.6
- Update to 1.9
- Use new create_building script value to remove hard coded level settings

Update: Apr 8 @ 6:28pm

V1.2.5
- Add russian localisation (Credit to IlliaYalovoi).
- Bound private construction allocation modifier.

Update: Mar 6 @ 1:58am

V1.2.4
- Update local thumbnail to fit in launcher
- Add new goods icons for construction goods

Update: Mar 3 @ 5:10am

Update thumbnail

Update: Mar 2 @ 9:14pm

V1.2.3
- Minor fixes to events firing multiple times, or occasionally on Tuesday rather than Monday.
- Make mod compatible with Grey's Urban Synergy Unleashed.
- Improve performance by removing obsolete variables.

Update: Feb 28 @ 11:25pm

V.1.2.2
- Add missing localisation keys.

Update: Feb 27 @ 1:29am

Update: Feb 27 @ 1:21am

V1.2.1
- Fix save game incompatibility issue, where the new construction regulators would be set to the wrong production method.

Update: Feb 25 @ 10:56pm

Update 1.2

- Replace hidden building with much nicer "Construction Regulator". This building also now automatically gains a level for every construction sector in a state, allowing for a better simulation of construction regulation.

- Replace hidden "Point Conversion" production methods with "Basic Construction Regulation", which has a new icon.

- Automatically change Basic Construction Regulation production method as soon as the construction sector production method is changed.

- Make government construction spending limit a multiple of total income, with the multiple being calculated by 2 minus Private Construction Allocation from Economic System e.g Interventionism can spend 150% of total income.

- Replace 5 step Construction Spending Level settings with a more flexible percentage setting. Also allows for an increase of 5% or 10% by shift or control clicking, respectively.

- Remove construction sector max level, and replace State Construction Efficiency per level with a state-wide value. In practice, this means that until the vanilla construction sector max level, you will have above vanilla state construction efficiency, but above that you will get diminishing returns. This encourages putting a few levels of construction sectors down in important industrial states. Also replace "Construction Sector Max Level" in tooltips with "Construction Sector State Construction Efficiency Cap" to reflect this.

- Fix issue where construction calculation wouldn't run every week and on different days of the week when it did run. Now, runs on the first day of the game and every proceeding Monday.

- Fix issue with privatisation spending being calculated in a flawed manner, causing the player to pay for private sector spending.

- Improve algorithm for calculating amount of construction bought with a certain amount of spending. Should now adjust the total spending to be exactly the government spending and private sector spending goals added.

- Add "Private Construction Allocation Real Usage Adjustment", which will adjust the fraction of weekly construction going to the private sector and the government to be exactly the same as their fraction of total spending. This means the government will never end up paying for private sector spending and vice versa.

Update: Feb 14 @ 7:22pm