Victoria 3

Victoria 3

Crun's Sane Construction
18 Comments
VagrantHero Jan 15, 2024 @ 5:51pm 
Any possibility of an update for newest version? The construction changes in particular are very interesting.
russell_conklin Dec 14, 2022 @ 6:30pm 
Do you still think you're liable to release a construction-only submod now that 1.1 is out?
Crunbum  [author] Dec 1, 2022 @ 5:12am 
@aaroncapp1
A combined level 500 of barracks, let alone all that in one state, would require a population of ~100m for the AI to want so I find that extremely unusual, and never seen it happen myself. Could that be a mod conflict, maybe?

The AI only builds barracks to its desired military power, which is 1 per 200k people, or enough to employ 0.5% of its population. On their default strategy anyway, they might build a bit more/less depending on their wider goals. Are you sure you are not talking about conscription centers? Those are capped at 100/state in vanilla, which is easy to reach and weakens high pop provinces considerably.
Lucky Dec 1, 2022 @ 1:31am 
also why did you get rid of the barracks cap? i noticed the AI goes crazy with it GB had a level 500 one in london.
Lucky Dec 1, 2022 @ 1:22am 
as the usa and holding only the continental usa i was able to get 1B GDP by 1900, if you cant build an economy then it might be you, not the mod.
Crunbum  [author] Nov 30, 2022 @ 10:45am 
So let me get things straight - the two major nations that notoriously had the most trouble industrializing in real life industrialize slowly, in a mod that in general slows industrialization down compared to vanilla? And doubling your GDP within the starting 20 years before the major growth boom from electricity and the like even happens is "having basically nothing to show for it"? As an isolationist society that refuses to build things that benefit from its actual law set and is trying to kickstart the Meji at the expense of its economy?

Russia usually ends up being quite strong and Japan actually reforms in the mod, unlike in vanilla. I even saw China turn into a republic once and it wasn't even lategame. If the AI can do it, so can the player. GDP grows slowly, yes - because tripling it every five years like in vanilla is just nonsense. Realism aside, not immediately having a bazillion factories and actually having to choose what you pursue as a result is good.
whitemage_of_doom Nov 29, 2022 @ 12:16pm 
@crunbum
Japan and Russia did not take 20 years with literally zero industry to show for it.
I was running from day 1, low taxes, maxed wages, 75% construction, 20 years in and I had basically nothing to show for it. Just mines I didn't actually need.

Also yeah steel was the only thing worth it, since the only thing that matters is construction cost to urbanization ratio and factories are less effcient than agricultural buildings at urbanization my population but don't give me capitalists to pass free trade, just more useless fucking aristocrats.
SoL doesn't matter because again money doesn't improve urbanization, the only thing that matters is min/maxing the construction to urbanization ratio.

I love the IDEA that urban centers and economic health correlate to construction, but 20 years and i still haven't meaningfully industrialized i'm just sitting around waiting is BORING.
Crunbum  [author] Nov 29, 2022 @ 7:29am 
@RedWalrus
I will probably upload a construction-only submod after 1.1 releases and I start turning this into an overhaul, which might be shortly after or a bit later, depending on when I have the time.

The current version is a pre-release of sorts that I got out on the workshop early because the later I did that, the harder it would be to get enough ratings to gain visibility, plus I find it fun to play with and I imagine some others do too, gauging from its ratings, which currently number in double digits and are 100% positive.
Crunbum  [author] Nov 29, 2022 @ 6:53am 
That's on top of just stockpiling the gold, of course, which pre-industrial age societies have done quite a lot historically, with their upper strata ending up filthy rich. There's a reason the Spanish had entire fleets bringing gold from America back home.

As for Steel factories being "the only good factory" as far as construction to urbanization rates are concerned, they... are not? Iirc they are just the only "Heavy Industry" tier building that doesn't require any research, and heavy industry buildings simply offer the most urbanization per construction. I might standardize the cost to urbanization ratio in the future if it feels wrong.
Crunbum  [author] Nov 29, 2022 @ 6:53am 
If you have more than enough gold (most nations do not, in fact), you can do things like:

- Conquer aggressively - wars are now more expensive to support.
- Bankroll other nations for favours
- Improve your SoL, which will result in more growth and migration, snowballing over time.

There are a lot of means of doing the latter, such as cutting Taxes (which also means a lot more loyalists and fewer radicals now), increasing Wages, passing Social Security laws, or even changing the Taxation Laws (All of them are now competitive depending on the state of the economy, but if you have too much money you could simply switch to a less profitable one, stealing less money from people and watching their SoL soar.)
Crunbum  [author] Nov 29, 2022 @ 6:53am 
Most industrialized nations can only afford the 50% rate to begin with but if you are Zulu and want to industrialize quickly, nothing is stopping you from importing Materials from the British or the French, cranking construction up to full speed and punching well above your weight in it. Not if you don't care about the greatly increased Mortality of Laborers that work there, that is.

Beyond a certain point however, if your nation amounts but to a few odd subsistence farms here and there, you simply don't have the logistics for more construction projects. You will get there in time if you keep at it. Which is not to say you can't use the money in the meantime.
Crunbum  [author] Nov 29, 2022 @ 6:52am 
Is spending the entire national GDP on construction year in and year out realistic for a rural society? Well no, its not, rural nations simply could not do that, millions of people cannot just swarm the few small towns and have these towns support all their needs if they don't already have the industry for it, and its not just a matter of pouring money at the problem to instantly make it go away. Its a logistical problem.

There is a reason random vulcanic islands with 5k people in the middle of nowhere did not industrialize faster than France. But, yes, if your nation is largely rural, it will end up having a lower overall construction output per capita and will will build things slowly, especially if it also has a tiny population. You can make up for it, to a degree, by increasing the Employment Rate PM of Sectors.
Crunbum  [author] Nov 29, 2022 @ 6:51am 
@whitemage_of_doom
If your nation is small and rural to begin with then I'd say its realistic that you are not going to build things as quickly as an already industrialized juggernaut, especially with construction being slower for everyone in the first place.

If you have very few factories and so little urbanization - then the natural consequence of that is not having a whole lot to pay for construction wise - because you are not building a lot if 99% of your nation is a rural backwater.

Think about it. In the vanilla game you spam a bazillion construction sectors and have that be the entire expenses of your economy, so it does not matter if your nation is 99% peasants, with few ever leaving their village of birth. You just... make entire towns of nothing but construction sectors and move people there, I guess?
Emifas Nov 29, 2022 @ 3:05am 
Can you make a version that is just the construction changes?
whitemage_of_doom Nov 28, 2022 @ 6:48pm 
Feels nearly impossible to industrialize as a non-industrial power.
Game became me min/maxing construction to urbanization ratios (hint, the only good factory is steel factories) ignoring profit because everything was so cheap.
RedWalrus Nov 28, 2022 @ 2:32pm 
To make this mod more compatible with other mods, I'd recommend cutting out the parts that don't have to do with the construction rework and making that it's own mod. As it is right now, I'd love to use the mod but I can't without editing my own mod I made for myself.
Mokerak Nov 14, 2022 @ 4:43pm 
Hello, I was wanting to make my own construction modification mod. I was wondering if you'd be willing to give me some pointers on how to modify stuff. Just DM me if you wanna help. Like the mod
Eisernes Kreuz - Walter O'Cash Nov 12, 2022 @ 9:04am 
Tbh this mod genius