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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.
Because when I said refuse I mean they flat out refuse to buy a building that makes >£500 per week for £50,000 even when they have millions in the bank. I do appreciate that this mod actually has them buy industrial buildings though, that one also bugged me.
Yeah I've noticed this too in my latest game, they're very slow to buy these things and I don't yet know why.
So many things have changed in vanilla lately that I'm not yet sure if it's a setting that needs to change, or a problem with some behaviour.
@CharlieX64
If you're using all my mods then this is a side-effect of the military industries rework. Since demobilised industries produce tools, this is a *good* thing. It greatly assists the AI with economic development, and the private queue being a bit spammy on occasion should generally sort itself out.
They do, however, now buy factories and railways almost immediately.
They hurt the local price and their own profitability for no apprarent reason.
Other than that, AI is building mines just fine in my games.
If you are using "Aggressive AI" settings -> don't.
If you are using some other AI mods -> check those.
- Shoutout to BrokenRobot for identifying the way to prevent overbuilding of power plants!
Though sometimes it will still do so if it's a fairly "ideal" location and it thinks it'd be worth building it there and attracting labour through migration.
Services are unlikely to be helped by that though since Urban Centres usually produce more of these than are actually needed.
Thanks sm for this mod
For example,would this affect the overall functioning logic of the mod?
Which means both mods have redefined the electricity good.
Assuming they've made their mod properly (not abusing vanilla files) and only redefined electricity - it's a very simple file name tweak in their mod to make these two compatible.
I will check on some things because there's probably room for more optimising now - but it should work just fine.
https://steamcommunity.com/sharedfiles/filedetails/?id=3092115485
All I've effectively done is worked up a more logical way of pulling the levers that the AI is already built to listen to. Those levers aren't all that easy to interpret, which is probably why there aren't dozens of mods doing the same sort of thing - but they are pre-existing functions that were already built in.
To have them build like a player would require new functions, which is not something that can be modded in.
Having said that, I don't think you actually want them to build like a player. A player will focus on particular things and can do so to the detriment of other areas, particularly in a large empire.
To my mind, you want the autonomous construction to complement a player, not be a player; and I think it's in a place where it complements a player pretty well now.