Victoria 3

Victoria 3

Grey's Smarter Private Construction
94 Comments
MasterOfGrey  [author] Jul 16 @ 5:38pm 
Private construction only builds when there's demand enough to be profitable.
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.
Hello, I need your help.

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?
Mazutaki Jul 12 @ 9:55am 
Nvm, yes description says 1.8 but it says "(and onwards)" but most won't read like i didn't xD
MasterOfGrey  [author] Jul 11 @ 5:40pm 
Yes, this is updated.
Black Dog Jul 11 @ 2:10pm 
Just wondering if you've updated this for version 1.9.6? (if you even needed to)

I tried playing without it last night after a long time, i forgot how much better the AI is with this mod lol
MasterOfGrey  [author] Jul 11 @ 7:02am 
IMO, no local goods is a bad mod. Local goods are important.
Kaiser Jul 11 @ 6:58am 
it conflicts with the no local goods mod ;_;
Merluca Kitsokami Jul 9 @ 4:52am 
I think you were right, the Patch today just fixed it :D
MasterOfGrey  [author] Jul 8 @ 5:25pm 
I *think* this is a vanilla problem at the moment, but it's hard to say. I'll keep an eye out, especially after the 1.9.6 beta is finished.
Merluca Kitsokami Jul 8 @ 9:11am 
@623932690
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
624932690 Jul 5 @ 9:54pm 
Saw a weird loop where AI private construction tries to build trade center (profitable) before loosing levels due to unused trade capacity.. So weird
Archscientist K Jul 3 @ 8:24am 
Would this mod be compatible with Political and Economic Changes (PEC)? It is quite an extensive mod, so I'm worried about any incompatibilities
MasterOfGrey  [author] Jul 1 @ 6:49pm 
yes
Redstar Beteigeuze Jul 1 @ 5:27pm 
compatible and usefull with global market in 1.9.5??
Thanks for the reply!
MasterOfGrey  [author] Jun 23 @ 12:13am 
This system is actually quite robust, most new buildings modders are likely to add will inherit the weights from parent groups unless they deliberately break them.

It's only big mods that have very large overhauls of the buildings (like Tech & Res) that need to watch what they're doing.
Hmm. I wish Victoria 3 would improve this.
MasterOfGrey  [author] Jun 23 @ 12:08am 
Yes, but *only* if the owner buildings have proper investment weights set. Otherwise the private construction doesn't know it's supposed to care about the buildings that would fix that lack of products.

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.
I see. It seems he didn't set the requirements for Private Construction during the modding process.

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?
MasterOfGrey  [author] Jun 23 @ 12:01am 
This should be entirely compatible with Tech and Res (and almost anything really).

I *suspect* tech and res hasn't implemented suitable investment priorities for its new buildings into the ownership building definitions.
This is a really interesting mod. Thanks for making it.

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?
Loading... Jun 22 @ 12:49pm 
I figured it out, unsure what mod did it, but I removed all my other mods but this one and it fixes itself? Weird. Sorry for that
MasterOfGrey  [author] Jun 22 @ 7:02am 
I don't see why that would be happening, but I will look into it, because that's something that is within scope for this mod to try and fix.
Loading... Jun 22 @ 12:58am 
Specifically, my company was building only sugar plantations. I gave them a monopoly on banana plantations when there is a 2k deficiet of fruit in the market. I banned them from making sugar plantations and they just stopped making any buildings. The ai for the invesmtent pool does not seem to have a weight attached or an extremely low one for banana plantations, maybe a null value?
Loading... Jun 22 @ 12:53am 
This seems to be causing a bug where the investment pool never makes banana plantations?
Vseman Jun 20 @ 8:44am 
Thank you
MasterOfGrey  [author] Jun 20 @ 8:36am 
Controllable private construction has a list of incompatibilities all to its self.
This one is much less invasive.
Vseman Jun 20 @ 8:26am 
Hi! Would the mods be compatible with each other or do they overlap too much? https://steamcommunity.com/sharedfiles/filedetails/?id=3278770055
MasterOfGrey  [author] Jun 18 @ 11:42pm 
V1.9: Updated for 1.9 - Un-did owner changes (no longer needed) + Merchant Marine -> Industrial good.
小糖人愛音 Jun 18 @ 12:33am 
I think if my needs to upgrade
Saltmarine Jun 7 @ 3:35am 
my bad, after further testing, this isn't your mod's fault, i just made the mistake of thinking just because investment pool has 19 million in reserves it should build more, i didn't notice that the investment pool wasn't growing and staying steady at roughly that amount which meant that it was functioning properly.
MasterOfGrey  [author] Jun 6 @ 5:38pm 
This is not normal behaviour of the mod - so this isn't very helpful without more information about what was or wasn't being built, where, and the available workforce and qualifications available.
Saltmarine Jun 6 @ 1:31pm 
found a bug: this mod fails to utilize the investment pool. even when it's full of cash, autoqueue doesn't build enough to drain it even when there's free construction. when i disabled this mod, autoqueue started to build way more, ramping up over a few months to finally start draining it.
Flounder Jun 1 @ 7:48pm 
Sorry to hear about your job sitation. Smart to add a patreon link.

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.
MasterOfGrey  [author] May 29 @ 5:03am 
So, 1.9 is right around the corner and I am excited to spend a chunk of time on modding and playing it. I've also just finished up with a very busy time in my life, and part of that is that I am currently unemployed.

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.
MasterOfGrey  [author] May 21 @ 11:35am 
Much
DerKommerSpyd May 20 @ 4:11am 
If I may ask, how much more likely will they be to respond to market shortages / deficits, because the vanilla A.I. essentially blantatly ignores it.

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.
MasterOfGrey  [author] Apr 25 @ 8:07pm 
Unfortunately when you actually run out of workers, there's not a lot that can be done to make it behave more reasonably - it'll just keep trying to build things it thinks will be more profitable than the current industries to poach workers and maximise productivity. This is largely down to fundamental limitations.
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.
machotacoman256 Apr 25 @ 4:25pm 
Is it possible to add can_build_private restrictions to private construction? By late game, pc is queuing dozens of levels of one building in a single state that's already short on workers.
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.