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You can't force private construction to build things if there's no market for the new product, create the market for the product first.
I set each building high with my own aivalue, but private construction doesn't build unless I make it a priority. I want this process
If a new technology is invented and a new product is created, I hope that private construction will respond quickly to it and build it first or in several areas
new tech -> new products -> build quickly
And most scarce resources have high prices. How can I make you sensitive and quick to react to these high-priced products?
I tried playing without it last night after a long time, i forgot how much better the AI is with this mod lol
Yea got the same issue with a endless loop of building more trade centre, they get demolished cause they allready sit 8k with 4k unused, ai decides to build 5 more to replace the one demolished
It's only big mods that have very large overhauls of the buildings (like Tech & Res) that need to watch what they're doing.
This mod works on improving the logic for how, where, and when they build the buildings they care about.
Other mods that add new buildings need to make sure that they're making sure investors actually care about the buildings they're creating.
Anyway, during the modding process, isn't there a part where Private Construction's requirements are to self-sufficiency in products that are lacking in the market?
I *suspect* tech and res hasn't implemented suitable investment priorities for its new buildings into the ownership building definitions.
I have a question.
I'm using the tech & rex mod. When new technologies are invented and new products are created, Private Construction is not interested in them. (Even though there is a shortage of supply in the market.) Is it possible to change or improve the logic of Private Construction from profitability to smooth resource supply? Because it will be "profitable" because there is demand in the game.
Or is it incompatible or not compatible with other mod buildings?
This one is much less invasive.
If you'll be updating this, I have a request. In my current game [ibb.co] I noticed a lot of private construction occurrring in recently conquered territory. The provinces have a nasty 75% turmoil modifier, the queue is clogged with these projects.
Don't suppose there's a way to help the AI look at factors like turmoil when they weight their decisions.
So, since I have no job and I'm about to spend a chunk of time on modding when the update drops, I have now set up a Patreon on the off chance anyone would like to support me with a couple dollars. Link [patreon.com]
I will of course keep modding either way, but I would appreciate anything at all that people might be willing to send my way.
To be fair, the vanilla A.I. is so retarded, I had to install a mod to just completely turn off private investments, because it ruins my economy more than anything.
I don't know how Paradox managed to create such retarded A.I.
I've seen people try to work ways around it - but those would defeat the point of this mod being maximally compatible with as many things as possible.
If/when the devs update the game to fix those levers, then yes.
I've got the Panama Canal Company and it's bankrolling most of my national expenses while its prosperity is high. But the company insists on building new shipyards regularly. It does this despite clippers already being at -31% and steamers at -37% in my market.
As a result of this, the company's prosperity will drop and its bonus will go away unless I manually go and nationalize, then downsize the shipyard that was just built, each time one is built. Since a single shipyard easily supplies 20-25 ports, there's no way to generate actual demand faster than I get new shipyards.
The reason is probably that the shipyards are profitable (if only just) in the status quo, so the company chooses the build another one, which disrupts that status quo. I don't suppose the AI has any ability to look forward, and/or factor in current market supply in its decisions...?
I'm not sure really why they occasionally spam public greens in a few places. I'm actually more concerned about the fact that there are often states where 0 public greens get built.
Since the Greens inherit their building type from ranches (a necessity I'm afraid), my theory is that the artistocrats are prone to spamming them when there's no other agriculture that looks profitable.
An overabundance of greens will downsize themselves later at least.
Either way, Smarter AI doesn't touch the autonomous queue directly. But the AI (especially the private queue) isn't something you can tell what to do precisely. It's more like steering a cargo ship; you spin the little wheel and hope it turns roughly the right amount.
However last night i was running the test run on USA, Smarter AI and Morgenrote; Private construction (aristocrats, specifically) is mostly going into public green and other agri buildings, while Capitalists are going into Morgen's Instrument workshops while i have much more profitable expectations (per UI "+" click info) from textiles and 5 other goods. Do you think this is scripts working as designed (the buildings are the most profitable right now per AI calculations) or the AI scripts interfere with each other somehow? I don't really like AI's map painting behavior of "Smarter AI" so i don't mind turning it off.
I also use most of your other mods.