Victoria 3

Victoria 3

886 ratings
Improved Automation
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Oct 25, 2022 @ 1:28pm
Nov 20, 2022 @ 9:56pm
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Improved Automation

Description
Do you wish your economy could actually manage itself? Do you wish that Auto Expand didn't crash your economy and destroy the infrastructure in your states? Improved Automation is here to save you. This mod aims to make auto expansion of industries check against available employment, state infrastructure, and economic policy to determine when to expand.

By default, the only things checked for if an industry should expand are:
  • does the building have cash reserves > 95%?
  • does the state market access exceed 50%
  • do you have available construction?

This leads to buildings expanding long after they've run out of employable pops to employ, and completely disregards if there's shortages cropping up for inputs. It doesn't care if there's a profit, only that there's a reserve.

So I fixed it:

Now, the building checks:

Selectable as a Gamerule
Under Laissez Faire | Easy Mode (Economy will competently run it'self most of the time)
  • do I have reserves > 50% (much more aggressive expansion)
  • does my state have free workforce (using ARoAI's cb_state_has_free_workforce)
  • is my current employment >= 95%
  • do I not have a goods shortage
    If you implement Mercantilism or Free Trade:
  • is my market access > 100% (because if I'm not connected to the market very well, then I'm only deflating the price of my good locally by expanding)
    and finally:
  • Do I have a weekly profit, (I'm a generally capitalist run building)

Under Agrarian & Traditionalist Economy: | Hard Mode (Economy will run less competently as they don't check their current income)
  • do I have reserves = 100% (much more conservative expansion)
  • does my state have free workforce (using ARoAI's cb_state_has_free_workforce)
  • is my current employment >= 100%
  • do I not have a goods shortage
    and finally:
    If you implement Mercantilism or Free Trade:
  • is my market access > 100%

Selectable as a Gamerule
Under Interventionist Economies: | Medium Mode (Economy will run much like Laissez Faire but with much more control. Beware that subsudized industries will expand regardless if they're making a net income. Much more Micro-Freindly)
  • do I have reserves > 75% (more conservative expansion)
  • does my state have free workforce (using ARoAI's cb_state_has_free_workforce)
  • is my current employment >= 95%
  • do I not have a goods shortage
    If you implement Mercantilism or Free Trade:
  • is my market access > 100%
    and finally:
  • Do I have a weekly profit
    or
  • Am I subsidized

Selectable as a Gamerule
Under Command Economies | Very Hard Mode (Buildings will attempt to expand so long as you have them subsudized and you're producing enough goods to fill them. This mode is for the people who like Micro)
  • do I not have a goods shortage
    If you implement Mercantilism or Free Trade:
  • is my market access < 100%
    and finally:
  • Am I subsidized?

As you may notice Mercantilism & Free Trade makes your auto expansion (on industries) really care about market access, This means mercantile and free trade economies tend to be more efficient, but as goods shortages will block all auto expansion, expansion self-regulates seomwhat efficiently.

The really fun addition is Council Republic, which adds Worker Coops. These (if selected) will lead industries to try and expand until there are no unemployed pops.

Railroads are effected by their own rules, but will only engage auto expansion when infrastructure is less than 100%

In testing the new system actually manages to perform pretty well without very much intervention in a closed economy (so long as you have all your inputs accounted for). I definitely recommend that if you decide to use this, you keep your eye on your economy though, as sometimes good demand will just randomly plummet and the building's can't un-expand so you'll have to cut industries down manually if they accidentally expanded too fast.

While I support and encourage you to use ARoAI, This mod does not effect ARoAI's Autobuild functionality. Do not use ARoAI's Autobuild. It's not this mod, if you enable ARoAI, you'll see it's Autobuild decision in your journal (assuming you enabled it in the gamerules), but that is not related to this mod. This mod adjusts the default Auto Expand option on buildings.

If you do not know how to enable Auto Expand, check the images on the workshop page, they'll show you which button to press for Auto Expanding.

This adjusts the native/vanilla Auto Expand, and does not modify ARoAI.

If you're interested in customizing your automation experience further then you may want to consider asvs's Custom Addon as it add's the ability to further modify if workforce is considered, if goods shortages are considered, what level of cash reserves are considered, if market access is considered, and if profit is considered. While I won't integrate asvs's mod due to this mod's focus primarily on fixing automation I do recomend people try it out in case they find that there's a different balance they perfer.

Localizations:
Portugese: Google Translate
French: Google Translate
German: Me!
Japanese: Takakosu
Korean: Google Translate
Russian: wunderträume
Chinese: Middlewhite中白
Spanish: Google Translate
Turkish: Google Translate


Update 2.1.0 (Vanilla 1.0.6 (393c)):
  • Updated to 1.0.6
  • Localizations added across the board!
    [\list]
Popular Discussions View All (4)
8
Dec 7, 2022 @ 6:34am
Would you consider reuploading to sites like nexusmods?
hexic cant see quickchat/chat/ff
0
Mar 17, 2023 @ 8:09pm
Newbie Q
mhgamer
0
Jan 13, 2023 @ 1:46pm
Brazilian localization
Íkaros
345 Comments
Donkey May 21 @ 7:55am 
Worker coops are actually less inclined to employ people than regular firms for a given level of capitalisation
Adem Apr 19 @ 5:59am 
modu güncelleyin lütfen
Valter Fara Apr 3 @ 2:07pm 
Decision doesn't appear
Tulpars Mar 19 @ 7:33am 
Is the mod up to date?
Gaminghoopa Dec 4, 2023 @ 11:36am 
This mod's been giving me bugs due to it running on the latest version, empty events and all that jazz. If the mod author won't update it, I'd kindly like to request that someone else in the community does. This is a fantastic mod, and the bugs just make it annoying to play
xor Nov 17, 2023 @ 11:09am 
While it doesn't contain all features this mod has, here is an updated version that improves the vanilla auto-expand feature: https://steamcommunity.com/sharedfiles/filedetails/?id=2951586988
w4me Oct 30, 2023 @ 2:00pm 
works fine with https://steamcommunity.com/sharedfiles/filedetails/?id=2880152075 mode.

I dont know why, but it works.
Taurom Sep 15, 2023 @ 8:26am 
ded mod?
Laze Sep 7, 2023 @ 8:55am 
@Alderon Tyron are you gonna be updating the mod?
Kraster Sep 4, 2023 @ 2:06pm 
does nothing.