Victoria 3

Victoria 3

Private Sector Construction
62 Comments
Dingbat32  [author] Jul 4 @ 4:52am 
The 1.9.6 beta should fix the gui bug, be sure to use that if you experience any issues with this mod.
Authorofallsin Jun 30 @ 2:02pm 
Sadly does not work
Elmer Fapp Jun 27 @ 7:08pm 
If there's anyone having issues with not being able to set spending level and also has Community Mod Framework I moved this mod to the top of my load order and it seems to have solved it.
Mr. Balls Johnson Jun 25 @ 5:39pm 
This mod sounds cool but I have no idea how to use it. How do I get more construction, where do I set the budget?
RoronoaDroagon Jun 23 @ 9:00pm 
So a Update on the issue:
I got a event that needed my action and that forced a UI update and that fixed the greyed out buttons.
RoronoaDroagon Jun 23 @ 8:01pm 
I've stumbled over the same button issue.
And adding a journal entry as a backup is a really good idea.
Not as fancy but alot harder for the game to F up.
Other wise, love the mod.
The private construction sector stuff is really annoying when the AI has and is spamming the sectors and just taking up massive amount's of workers.
Dingbat32  [author] Jun 18 @ 11:22pm 
Yeah it seems to be a bug with the game at the moment, I don't think I can do anything about it specifically, unfortunately. Other modders are having the same problem too. I'll look into adding a journal entry as a backup.
Paranoidsr Jun 18 @ 10:32pm 
I see. I tried to load a few dozen times and I think I'm looking at 1/5 odds...
Dingbat32  [author] Jun 18 @ 1:33pm 
Okay, I've seen what you're talking about. It seems that occasionally, the game doesn't correctly load the gui changes for the mod. Restarting the game seems to fix it usually.
Paranoidsr Jun 18 @ 11:26am 
@Dingbat32 I've come to report the same issue. Opened new save as China. Otherwise compatible, but the arrows are missing. No other mods. (Also maybe for the future, may you add the button effect into decisions? In case of anything breaking the UI modification at any point in the future too.)
Dingbat32  [author] Jun 17 @ 11:10pm 
@DeLorean Did you do anything specific like play a releasable nation or load an old save that was made without the mod? There may be a bug I overlooked.
DeLorean Jun 17 @ 8:03pm 
I don't have that option of selecting the percentage... Please advise what's happening?
saintjimmy781 Jun 17 @ 3:21pm 
Cool mod. The one thing I would say is its probably not necessary to have each tier be a different good. Consolidating would help with performance and tidiness
Dingbat32  [author] Jun 17 @ 2:02pm 
Compatible with 1.9
Dingbat32  [author] Jun 15 @ 10:27pm 
Also, I should say this is because I'm trying to keep things as close to vanilla as possible. I could tweak the amount of construction given by each sector to keep them profitable with a certain price, but that would lead to needing a different amount of sectors than in vanilla, which is not in the scope of the mod.
Dingbat32  [author] Jun 12 @ 4:32pm 
@Mad Baron Different levels of construction are much more productive to others. The game works best when prices are near to base, as that's when the least goods are deleted or created out of nowhere. Having one set price lead to wooden construction being stuck at +50% price to be profitable, while steel construction was still profitable at -30% prices.
Mad Baron Jun 11 @ 10:27pm 
What was the reason to have different kinds of construction goods for the different PMs?
Dingbat32  [author] Jun 3 @ 1:11am 
@TOGfan Oh hey, I saw your mod and checked it out before I started this. I did take a look over your code but couldn't really understand it, unfortunately. I think both mods are quite different enough though.
Dingbat32  [author] Jun 1 @ 6:11pm 
@ArhurMeuFilhoAutista Are you using any other mods that affect construction? The private pool should always spend, unless it doesn't have enough for a single building.
ArhurMeuFilhoAutista Jun 1 @ 4:50pm 
in my game the construction sectors are not beeing filled and the private pool is only geting bigger
TOGfan May 23 @ 6:09am 
Interesting, I see you had some very similar ideas to my "Free Market Construction" mod, but with a few differences. Here's the link if anyone is interested: https://steamcommunity.com/sharedfiles/filedetails/?id=3257202613
GoatQueerLovesPizza May 19 @ 9:12pm 
How do I like make the construction sectors profitable in this mod? Since the 4 construction sectors I got in my game aren't fully employing people as New Granada and it also says that it has 0.0 profitability and -909 weekly balance? Is there anything I did wrong?
Dingbat32  [author] May 1 @ 5:00am 
Otherwise, it could be a bug.
Dingbat32  [author] May 1 @ 4:57am 
@Uesto Have you unlocked iron construction? If that's the case, when a large enough shortage of construction happens (your wooden construction price should also be +75%), it will spread out demand to states without a construction sector. This is to encourage construction sectors to be built. When this happens, the new state will use the newest construction method available unless you build a construction sector there. If you put construction in other states the shortage will also go away if your total construction is enough.

50% construction investment is setting your investment to a multiple of your income. You can hover over the current percentage to see how it's calculated. It's not based on the amount of construction available in your country, but by price, and if you have a shortage it will still keep paying for more until you reach your budget. Either build more construction sectors, or lower your spending on construction if you want to prevent this.
Uesto May 1 @ 3:57am 
Can someone explain why this mod requires iron construction materials even though I'm not using iron-based methods? Also, why are building regulators consuming more construction capacity than my sectors can provide? I'm currently at 50% construction investment. If there's no explanation for this, it seems like something isn't working as intended.
Merluca Kitsokami Apr 9 @ 3:43am 
Damn, didnt expect you to be that quick.

Gave it a try now, sadly that didnt seem to have fixed it completly but improved it by arround 99%
Playing a small Nation like Herat, before your fix it happend like every 6 minutes now i managed to make it happend twice after not more
The ammount it did, was way below the usual too, now it was only like 5 farms per state in 2 states.

So i woud say your fix improved it a lot.
If i find out what happend as the que got bombed again, im gonna give you a call.

But so far, i must say i love your mod a lot, makes it way more confortable to handle Construction as a small Nation.

Thanks for the good work
Dingbat32  [author] Apr 8 @ 6:30pm 
@Merluca Kitsokami Hmm, not sure what would be causing that. Could be the private construction allocation percent, as that mod uses it to calculate levels built. Have added a fix that should stop that percentage from becoming invalid by going below zero or above 1. Could you test to see if that fixes it for you?
Merluca Kitsokami Apr 8 @ 2:09pm 
Huh, i found what seems like a bit of a weird Incombaility.
If you use your mod together with Supply Chain Semi-Autobuilder, it can happen that it adds houndreds of farms into your build que :D
Dingbat32  [author] Apr 1 @ 7:17pm 
@Gabriel Not yet, but I am considering it. The base construction company is still very powerful though, since it increases the throughput of your construction sectors.
Gabriel Mar 29 @ 7:53pm 
This looks great! Did you also rework the Construction Company you unlock by maximizing the "Construction" Principles in the Power Bloc?
Dingbat32  [author] Mar 3 @ 4:42pm 
@maniac-brian It should tell you the estimated cost to you when you hover over the government spending percent. This will become the cost on the right (the real cost) within a few weeks.
maniac-brian Mar 3 @ 12:20pm 
not going to lie. I spent 30 minutes. I don't understand how you're supposed to use this properly. it's far too complicated to understand the way to balance the budget properly in the early game at least. I'd much apreciate a guide at the last to how to use it well.
Dingbat32  [author] Feb 27 @ 1:24am 
Just released a patch for a save game compatibility issue. Sorry if anyone experienced a situation where there was no demand for construction in their country, shouldn't be happening now.
Dingbat32  [author] Feb 25 @ 11:44pm 
Update 1.2 released. Adds the construction regulator building, completely reworks how construction spending is calculated, removes the construction sector max level, and updates the UI for setting spending. More information in the patch notes.
Dingbat32  [author] Feb 16 @ 4:09pm 
@Bakhan This is because each tier of construction has massively different profitability. With the same base cost, wooden construction is impossible to have profitable at base price without steel or arc-welded construction being extremely profitable and the cost of construction being way too much. The game works best with (near) base prices since money doesn't go into the void as much.
Bakhan Feb 16 @ 2:28pm 
Like the idea for this mod. After playing around with it, I did notice that you have 4 separate 'construction goods' for each of the construction methods. Is there a reason for that split? I think this mod would be easier to maintain long term if you could simplify it down to one good you have to work with.
Dingbat32  [author] Feb 12 @ 1:48am 
Yeah, that's because it's probably throughput limited and so giving 50% of what it should for the price. Then, you're also paying +75% for the construction goods you're buying, so you are basically paying double the price for half the goods. Also, since Siam starts only having access to wooden construction, you will be buying the wood construction good which is about 40% more expensive than iron. Starting on traditionalism means that the government will be allocated 3 times as much production as the private sector, unless you lower the government construction usage level.

You really need at least 1 construction sector in any country. I could make it so that nations that don't have a construction sector just use the 10 free points of construction, but I'm not sure that's the best way to do it, since that doesn't allow private construction. I am thinking of making construction sectors smaller, which would help smaller countries with maintaining at least one.
Armmine Feb 11 @ 11:38pm 
I was playing as Siam. The construction cost somehow got too expensive despite only providing 10 construction power.
Dingbat32  [author] Feb 11 @ 8:27pm 
@Hornblower3000 Okay, I think I know why this happened, and have fixed the issue. You probably started a game before one of my patches, and then the patched mod broke the same game. This is because I renamed a journal entry I was using, breaking it for current saves.

New system uses weekly pulses and is save game compatible, including when loading from not having this mod enabled.
Dingbat32  [author] Feb 11 @ 8:25pm 
@OrangeFyre Fixed this issue, should be getting demand in any state with production now
Dingbat32  [author] Feb 11 @ 4:35pm 
@OrangeFyre The game rounds the goods production down, so if there's less than 1 it can happen that my script doesn't see that state as having any construction produced.

A quick way to get consumption started in a state like that is to subsidise the construction sector until the demand starts appearing.

Will look into a proper fix though.
OrangeFyre Feb 11 @ 7:42am 
Im probably dumb but why doesnt the "construction point converter" consume anything in some states like the price is -75% because its not being used
Dingbat32  [author] Feb 10 @ 11:06pm 
@Armmine Which nations are you having this problem with?
Dingbat32  [author] Feb 10 @ 10:53pm 
@Armmine Yeah, I have seen the same happen. It's three things I think:

1) Wood or even iron construction can be really costly at +75% price, so you really want to focus on lowering the cost of construction.

2) For a smaller country, the private sector may spend most of its money on privatization, and then any left over is only occasionally used to add another building level to the queue. Which means that the point allocation for the private sector is usually much larger than the usage, so the government ends up using those construction points. I tried to account for this by estimating spending on privatization but it's not straightforward.

3) A country might just not have enough economy to support a full construction sector. For this I'm thinking of making each construction sector smaller.
Armmine Feb 10 @ 9:19pm 
I've been playing with this mod, and I have to say—it works really well for big nations. As a market liberal, I can just sit back and let the private sector handle construction, which feels quite satisfying.

However, for smaller nations, it doesn't work as well. Construction costs somehow become ridiculously expensive and I can't figure out why.

Overall, great concept, just needs some balance tweaks!
Dingbat32  [author] Feb 10 @ 3:34pm 
@Hornblower3000 It can definitely go above 100 construction for me. It does only go up to double the construction produced in a state, so do you have more than 50 production? Other than that, could be a bug or mod conflict.
Hornblower3000 Feb 10 @ 8:01am 
Does the level of the "construction point converter" increase? Because it just capps out at 100 construction bought from the construction sectors per state.
Cheese Feb 9 @ 7:20pm 
eh its fine not too worried about it, this mod is great though, really unique.
Dingbat32  [author] Feb 9 @ 3:40pm 
Yeah it for some reason overrides the construction camp building, which breaks this mod. Not sure why considering what that mod does.
Cheese Feb 9 @ 8:09am 
the mod modifies alot more than it honestly should for some reason