Victoria 3

Victoria 3

Grey's Smarter Private Construction
54 Comments
x doubt Apr 16 @ 11:21pm 
yesyesyes. thank you!
MasterOfGrey  [author] Mar 28 @ 11:06pm 
Yes
Jeff.Mathis.24 Mar 28 @ 5:29pm 
Hey grey, Love your mods and use all of them for the most part but justoff topic are all of your mods compatible with one another?
MasterOfGrey  [author] Mar 21 @ 3:28am 
Urban Synergy does it
Ral Mar 20 @ 11:32pm 
Does this mod add starting construction sectors to some countries? Or does your Urban Synergy mod do it? I was playing as Hawaii and started with level 2 construction sectors, whereas you start with zero in base game. I like the idea but can't tell from the mod files what's causing it.
MasterOfGrey  [author] Jan 28 @ 2:33pm 
At present, no, those levers are currently broken.
If/when the devs update the game to fix those levers, then yes.
Omicron Jan 28 @ 12:39am 
Are there any levers one could pull to make companies a little more motivated to remain profitable?

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...?
BeheadThoseWhoInsultKane Jan 2 @ 10:51pm 
Yeah the last part is clear. Got the message, thanks! I will handwave it in my head
MasterOfGrey  [author] Jan 2 @ 10:49pm 
For one of these cases; the instruments count as a luxury good, which there seems to be some innate enthusiasm for building (possibly because luxury goods tend to have very stable consumption). This is equivalent to them spamming coffee or whatever.

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.
BeheadThoseWhoInsultKane Jan 2 @ 10:21pm 
Running this mod lately with no issues, thanks for the work! Seems better than vanilla. One of my recent runs was Sardinia into Italy and private construction basically built the empire for me after a bit of a kickstart and more strategic control from government side.

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.
MasterOfGrey  [author] Jan 1 @ 4:07pm 
So last night I worked out that unfortunately that’s a vanilla issue, and not one I can fix. This is as good as I can do until the devs fix the actual base game.
GAMERFANAT1C Jan 1 @ 12:22pm 
Yeah, I might leave it until this is fixed. It's just annoying that I have to pick between building resource buildings now and knowing that their throughput will be severely neutered or waiting until the company decides to build them themselves, which can obviously take years as it doesn't focus on one industry like the player does.

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.
MasterOfGrey  [author] Dec 31, 2024 @ 4:41pm 
@GAMERFANAT1C
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.
GAMERFANAT1C Dec 31, 2024 @ 9:18am 
Hey, I've started using this mod and I've found that the private sector still refuses to buy logging camps and gold mines even after decades of privatization.

They do, however, now buy factories and railways almost immediately.
catt144 Dec 31, 2024 @ 6:53am 
Having a big issue with AI spamming military goods factories. Is there a change I can make in the mod file to discourage this? I only have mods from your two collections, so I don’t think it’s anything else.
MasterOfGrey  [author] Dec 28, 2024 @ 7:59pm 
Several defines related to wages and hiring practices simply don't work right now.
matheusmarzo Dec 28, 2024 @ 7:30pm 
AI should considere wages to build a new industry but today profit is only corrent market price vs amount which is not realístic. Theres a way to make they analyse the workforce price too?
MasterOfGrey  [author] Dec 20, 2024 @ 10:38pm 
I have attempted to discourage the behaviour, but there's no perfect solution, no
Thor [Good Ass Tekken / pm me] Dec 20, 2024 @ 9:39pm 
Is there a way to stop them from concentrating (hundreds of) one type of buildings in a single province, but instead distribute them to every province?
They hurt the local price and their own profitability for no apprarent reason.
MasterOfGrey  [author] Dec 1, 2024 @ 8:15pm 
AI privatisation logic is currently a bit messed up by companies, and there's not much that can be done about that.
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.
𝒍𝒊𝒖𝒙𝒊𝒉𝒆 Dec 1, 2024 @ 7:52pm 
Ai does not build mines and there is an extreme shortage of steel
MasterOfGrey  [author] Dec 1, 2024 @ 1:20am 
Yes
billware456 Dec 1, 2024 @ 1:19am 
Does it work on mp games?
MasterOfGrey  [author] Nov 21, 2024 @ 5:09pm 
No update required for 1.8. Confirmed ok.
MasterOfGrey  [author] Oct 28, 2024 @ 3:33pm 
Correct, you will need a compatibility patch if you really want transport to not be a local good.
crayfish18 Oct 28, 2024 @ 2:08pm 
It appears that no matter the load order, this mod overrides the transportation not local mod. I guess because of the reclassification of the transportation good type?
MasterOfGrey  [author] Oct 23, 2024 @ 8:17pm 
V1.5: Added a high level fix that should stop the AI overbuilding power plants, and still allow railways and power plants to benefit from economy of scale (unless you have another mod that overwrites their building groups).
- Shoutout to BrokenRobot for identifying the way to prevent overbuilding of power plants!
Saltmarine Oct 17, 2024 @ 7:43am 
thanks, that's all i needed.
MasterOfGrey  [author] Oct 15, 2024 @ 3:48pm 
Generally, yes.
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.
Saltmarine Oct 15, 2024 @ 11:32am 
does this mod make the autonomous investment pool not build in states with 0 labor?
MasterOfGrey  [author] Aug 22, 2024 @ 10:54am 
The AI has extra priority weights for industrial and military goods.

Services are unlikely to be helped by that though since Urban Centres usually produce more of these than are actually needed.
SasquatchBrah Aug 21, 2024 @ 6:17am 
Sounds cool, great work. What is the actual logic for why changing some goods to industrial makes the private queue handle them better? If I my own personal game I have modded a lot of services consumption should I go ahead and set them to industrial from staple to make the queue handle hose buildings better?
chernwei5784 Jul 21, 2024 @ 4:32am 
Oh thanks i didnt see that bit. thanks!
MasterOfGrey  [author] Jul 21, 2024 @ 4:30am 
Read the compatibility section
chernwei5784 Jul 21, 2024 @ 3:12am 
Can I use this in combination with smarter ai? If yes what should be the load order?

Thanks sm for this mod
2452237262 Jul 18, 2024 @ 8:53pm 
OK, thanks
MasterOfGrey  [author] Jul 18, 2024 @ 8:49pm 
Not on my end, no, it would work just fine.
2452237262 Jul 18, 2024 @ 8:47pm 
Yeah, I just checked the file,and I was wondering what would happen if I deleted the 'local = yes' part related to the electricity definition in your file?
For example,would this affect the overall functioning logic of the mod?
MasterOfGrey  [author] Jul 18, 2024 @ 8:11pm 
Because this "moves Wood, Fabric, and Electricity to the Industrial category" as stated in the description.
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.
2452237262 Jul 18, 2024 @ 4:07pm 
This mod is incompatible with the Transportable Electricity mod and will cause it to fail. Do you know why?
MasterOfGrey  [author] Jul 5, 2024 @ 10:00pm 
Updated with a couple minor tweaks to keep up with the hotfixes.
MasterOfGrey  [author] Jul 3, 2024 @ 5:39pm 
No reason it shouldn't.
I will check on some things because there's probably room for more optimising now - but it should work just fine.
Darth Ginny Jul 3, 2024 @ 11:56am 
Any reason this wont work with 1.7.2?
MasterOfGrey  [author] Jun 24, 2024 @ 4:16pm 
Hi folks, updated for the latest patch to make sure privatisation weights were consistent with previous changes. All good.
MasterOfGrey  [author] Jun 2, 2024 @ 8:41pm 
Have made an update so that the Autonomous Investment queue now better considers the impact of MAPI - AND will hopefully overproduce power plants a lot less.
MasterOfGrey  [author] Jan 11, 2024 @ 4:01pm 
Yes, unfortunately that's a vanilla issue I can't fix - I recommend Urban Center Electricity Generation for a mod that *helps* with that:
https://steamcommunity.com/sharedfiles/filedetails/?id=3092115485
Cheeky9045 Jan 11, 2024 @ 11:53am 
Hey, been using this mod for a while. It's good, though there's a problem with power plants. I get like 30 queued for construction when the state only has demand for 3. Anyway thanks for the mod.
MasterOfGrey  [author] Dec 29, 2023 @ 5:07am 
Yes. Whoever is doing the investing, will invest better in the things that specifically benefit themselves.
烽燧煜明 Dec 28, 2023 @ 5:40am 
so if the pop get ability to invest, they will invest better now. Is it? Like, if I played as cooperative economy, the workers and farmers will be able to invest better now?
MasterOfGrey  [author] Dec 27, 2023 @ 1:30pm 
Realistically, no.
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.