Victoria 3

Victoria 3

Free Market Construction
184 Comments
Sour? May 30 @ 3:36pm 
Great mod, cant wait for it to be updated to the current version
Mermaid Man May 26 @ 7:53am 
@TOGfan I was more so referring to stuff that only the player can construct such as government admin, barracks, ports, naval bases, etc and waiting for some of this stuff can be pretty disastrous depending on the situation that you're in. At least in my play through that I'm doing now it seems like no matter how many construction services I seem to buy my construction always seem to be given little priority which is why I asked about it.
TOGfan  [author] May 23 @ 6:21am 
@McMuster thanks for the answer, I will test the mod with the new laws then
@Ellidominus Unfortunately it seems like it's not possible to use shift and ctrl clicks in modded GUIs, but you can right-click to add 100 construction
@Mermaid Man That would kinda be against the point of this mod, where the government has to compete for construction with the private sector on the free market. You can always enact command economy though if you don't want the competition
Mermaid Man May 12 @ 6:18pm 
It would be nice to have a "prioritize government construction" option where you could prioritize the construction that you set over what the AI does
Ellidominus Apr 30 @ 12:32pm 
I would really appreciate a way to have the construction be set faster. Steps in 10 construction each is very slow late game. Shift for 100 And Ctrl for 1000 would be nice.
McMuster Mar 22 @ 2:23pm 
havent tested extensively but the interactions with the new econ laws seem strange. Otherwise lobby to have this included in the basegame, lol
TOGfan  [author] Feb 16 @ 4:32am 
Hey guys, I finally found some time to update the mod, could you please tell me what issues are you experiencing with 1.8? From my (very short) testing everything seems to be working fine
11them11 Jan 18 @ 1:55pm 
Great mod. It would be cool if you could update for it to work with the current patch and extraction economy. Thanks
Ruscunárë Jan 8 @ 9:05am 
Could you add a small consumption of construction goods by all buildings except subsistence farms, to represent all the necessary maintenance, renovations and so on? It would help make construction sectors more profitable and add realism.
B. Mirry Dec 22, 2024 @ 2:58pm 
Great mod
kebabblaster9000 Dec 20, 2024 @ 8:57am 
update?
Necrotes Dec 5, 2024 @ 2:38pm 
@TOGfan No worries, I have 1 final exam at my uni before the holidays, so I get it. Good luck, and happy holidays when that time comes around :)
TOGfan  [author] Dec 5, 2024 @ 11:04am 
Hi, I am so happy to read all the positive comments, thank you so much for the support. Unfortunately, right now I have a very busy time at my university/work and don't have time to update this mod until probably the christmas break
Necrotes Dec 4, 2024 @ 4:21pm 
Any news on an eventual 1.8 update, this mod is so fucking good.
Erms Dec 1, 2024 @ 9:45am 
I hope the developers incorporate this mod into the game
Szara Nov 27, 2024 @ 7:04pm 
Looking forward to the 1.8 update, this mod makes construction so much better.
Mr. Needful Nov 21, 2024 @ 6:53pm 
"I hope you don't enjoy free market mechanics because private investments are a no go" absolutely based. Private investment was the worst thing to happen to this game. Immediately subscribing.
Necrotes Nov 21, 2024 @ 5:47am 
I concur with TheGamingNot, this mod is absolutely fantastic, an absolute must in any of my playlists for Victoria 3.
TheGamingNot Nov 10, 2024 @ 12:02pm 
yeah idk what low is yapping about, mods great and a massive step up from vanilla
A concept of a plan Nov 10, 2024 @ 11:25am 
I would advice everyone to try the mod out for themselves, remember that everyone is an individual you too dear reader. You might like the mod even if other's don't.
L O W Nov 8, 2024 @ 9:20pm 
The other problem is, I hope you don't enjoy free market mechanics because private investments are a no go. It quickly exceeds the quantity limit for private investors to appropriate construction capacity.

You'll likely read other issues in the comments below, either wait for the author to fix or abandon this and maybe someone else will pick it up (perhaps PDX themselves), but for now it's just a neat idea without good application.
L O W Nov 8, 2024 @ 9:20pm 
My honest advice, don't use this mod. Seems like a really good idea but it'll just end up ruining a new save you put time into, you can't take it out and load back in. The flaw, which the author admits, is the construction order quantity set by the player does not actually match up, rarely at all, to the amount you get. So let's say I set my order to 2000 construction, with the 10:1 ratio the author tells us we will have, we should have 200. WRONG. It fluctuates, every week resets or intra-week resets. One week I'll have 10 even if I have ordered 200 and my construction sectors are producing 2500 orders, the next week, or the next second, I'll have 500 and then drop down to 200 and then down to 10 and then to 300, there is no solid functionality. This will then crash your economy because nothing is being steadily built and all of your construction sectors will be going bankrupt because one second their product is worth absolutely nothing and the next second they're at max market price
fredericogames Sep 16, 2024 @ 5:48am 
Hello! I really like this mod, it helps a lot for the early game of smaller countries since it allows you to build the basic industried faster (tools, wood etc)

However I do have a few problems

Many countries dont start with a construction sector so they themselves dont produce construction, having to import A LOT of construction even though most times you hardly can buy more than 10 from each country

Also for some reason when I try letting the government auto buy the construction the amount is never stable, you can ask for 70 construction and still only have 2 construction speed
Random Gold Sep 13, 2024 @ 10:35pm 
is there a way to make this work with Industry Expanded IEX
B. Mirry Sep 1, 2024 @ 10:46am 
Sometimes the requirements for capitalists or manor houses investing into projects reaches negatives, and nothing is built in private construction unless I actively build something. Is this a common bug? I can't find mods that are interfering with it
Raknarr Aug 17, 2024 @ 4:24am 
1. I notice that my private construction cannot use more than i've bought in government part, but it takes a huuuge amount of clicks to get construction high enough for countries like China in the late game.

2. I can't remember, but how does your mod interact with the private construction limit of 1000 construction sites? And can you tell me where it is found in the game files if you interact with that limit (i've tried to find it in your mod to test China with 40k+ construction).

3. In general, i like the mod, but i have a hard time figuring out how the construction allocation is working, especially for large nations :)
MinosAsterion Aug 13, 2024 @ 5:18pm 
Minting creates a huge issue with subjects as they end giving you too much money even when they are really small.
Indeoo Aug 12, 2024 @ 1:47am 
Mod gives 10K mint per week to imitate 10 construction from the base game, probably it's better to prohibit to set less than 10 construction? I see that many non Great Power AI having 0 construction and thus zero growths
Gorbatte Aug 9, 2024 @ 6:55am 
I'm wondering if it's normal that if you play as a major power like the USA,every other major powers decide to buy around 120 construction from you,and britain slaps a huge 2000 construction on you,to the point that you end up with 40 construction max on a good day,it's more expensive than the trade deal gives you,and you end up forced to build construction sector until you have more than what's bought from you in order to have any chance at having a private sector.
Maybe it's because I have Better Trade Routes tho.
TOGfan  [author] Aug 6, 2024 @ 2:41pm 
@pf01 Thanks for the constructive criticism, I will try to improve the situation in the future.
pf01 Aug 6, 2024 @ 11:32am 
I've tried your mod with both smaller and larger nations, and I encountered significant issues. Smaller nations struggle to progress into the late game, especially compared to larger nations that have an easier time.

When playing as a larger nation, I found that the mod makes managing the construction sector overly complicated. Additionally, the AI's tendency to buy off your construction sector on the public market significantly slows down progress for some nations in the early game.

Due to these issues, I found the mod frustrating and poorly implemented. I would rate it 2/5, as it felt like a waste of time trying to make it work.
TOGfan  [author] Aug 6, 2024 @ 9:19am 
@pf01 bro your every single steam review is negative, is everything ok?
TOGfan  [author] Aug 6, 2024 @ 9:16am 
@Indeoo Nope, the investment pool spending does not depend on the construction price. Although, admittedly, it probably should.
pf01 Aug 6, 2024 @ 5:52am 
This mod is just not worth, makes the game more difficult and boring.
Indeoo Aug 5, 2024 @ 10:54pm 
But the actual amount of investment in pounds depends on the price of construction?
TOGfan  [author] Aug 5, 2024 @ 12:34pm 
The choice of the type of building is the same as in Vanilla, it doesn't depend on construction price (unless they are building construction sectors, then it affects profitablility)
Indeoo Aug 5, 2024 @ 11:28am 
"So it targets specific spending, and if prices are higher it buys less construction to achieve the same spending." you mean it builds same building despite the price?
TOGfan  [author] Aug 5, 2024 @ 11:03am 
@Indeoo If you're asking how the private spending is calculated, it's from the following formula:

investment_pool_gross_income * ((investment_pool - investment_pool_size_target) * 0.25 + 1)

where:
investment_pool_size_target = investment_pool_gross_income * 10

So it targets specific spending, and if prices are higher it buys less construction to achieve the same spending.
TOGfan  [author] Aug 5, 2024 @ 10:51am 
@arenam Currently the construction sector in the mod produces a similar amount of construction to the one in Vanilla, and with the additional minting profit added in 1.7 version of the mod, small nations should be able to support at least on sector. Making the secors more granular would make it a pain for the very big nations, so I think the current size is a good compromise.
Indeoo Aug 5, 2024 @ 4:37am 
How private construction works with this mod? How construction costs is counted?
arenam Aug 3, 2024 @ 11:44pm 
@AwesomeCreatorOfThisMod, how about making making construction more granular?

Like with both reducing the price of construction and the output of construction sectors, so that low-level construction is more affordable to smaller countries?
TOGfan  [author] Aug 1, 2024 @ 4:04pm 
After thinking a bit about the problem of small countries being too weak I came to a conclusion that it's not the lack of construction that is the problem, but the lack of money to buy it. So to fix it, every country now gets 10000£ from minting. I'm not completely satisfied with this solution, as this can be many times more than the country's tax income, but I prefer this to the free construction approach from vanilla, because this way at least the resources needed for construction are consumed.
TOGfan  [author] Jul 27, 2024 @ 3:24am 
@Stoklomolvi thanks for reporting this issue, in the game files construction site directly replaces the vanilla construction sector, so by default all effects influencing vanilla construction sector influence the construction site from the mod. The construction site is a dummy building with 1 employee that converts construction services to construction points that appears when a building is constructed in a state, because that's the only way to consume goods within the games engine. It is not really meant to have any additional modifiers.
Stoklomolvi Jul 26, 2024 @ 2:00pm 
Should the construction throughput/infrastructure bonuses from the Construction Power Bloc mandate affect the Construction *Site* or the Construction *Sector*? Right now, they both affect the Construction Site, but I couldn't really figure out whether the Construction Site actually consumed any infrastructure or if it really benefited from a throughput bonus.
AKMB Jul 22, 2024 @ 2:02pm 
@Togfan Fair enough, I'm too lazy to submod it haha
TOGfan  [author] Jul 22, 2024 @ 1:58pm 
@AKMB Alright I agree it would be cool as an option, but for now I think I'm too lazy to do that
AKMB Jul 22, 2024 @ 1:32pm 
@Togfan,I didn't mean it as the only way to buy it, just as another option if possible. Would allow the player to scale their construction more naturally I think.
TOGfan  [author] Jul 22, 2024 @ 11:53am 
@AKMB You are right, that's exactly how the AI does it. I have now tested it and I was wrong, it doesn't really behave like I described earlier. Still, I think it's better to let the player control the amount bought directly because I feel that in some situations the player may not always want to respond to the price changes.
@Jackboolack It definietely is, as construction sectors use the same amount of goods as before while employoing many more workers and generating a profit for the owners. This has to be payed in construction services price.
Jackboolack Jul 22, 2024 @ 8:48am 
Does anyone else find construction more expensive in this mod? At base prices, 1 construction point (10 construction goods) costs 1300 while in vanilla on iron-frame construction it cost 720 in goods + ~100-200 in labour, and these costs only go down.
AKMB Jul 22, 2024 @ 5:47am 
@Togfan - Isn't the way I suggested how the AI calculates how much private construction to buy as well? and as for the onAlt - I read about it from a guy on Discord not the wiki, so I was too trusting there it seems, sorry.