Victoria 3

Victoria 3

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Grey's Smarter Private Construction
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Dec 15, 2023 @ 9:03pm
Aug 19 @ 9:01pm
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Grey's Smarter Private Construction

In 3 collections by MasterOfGrey
Grey's Little Reworks
11 items
Grey's Essential Recommendations
45 items
Grey's Starter Pack
28 items
Description

Supports Victoria 3: V1.8.6 -> 1.9.6 (and onwards) - Should never get out of date.
Mod Version: V1.10
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.5.12


WORKS WITH OTHER AI MODS

This mod does these things:
  • Moves Transportation to the 'Industrial' goods category.
  • Alters the AI weights for the Private Construction queue's autonomous investment decision making.
  • V1.1: Also moves Wood, Fabric, and Electricity to the Industrial category.
  • V1.1: Alters the AI weights to better consider MAPI impacts relative to other changed weights.
  • V1.2: Modifies the relevant privatisation weights to be consistently scaled with previous changes.
  • V1.3: Increases the likelihood of privatisation and improves capitalists getting going.
  • V1.4: Increases the weighting proportion for your pops to invest in your own country.
  • 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).
  • V1.6: Rebalanced the placement logic for owner buildings so that they don't excessively centralise in your capital as much.
  • V1.7: Made Companies more likely to become owners of new buildings of their type.
  • V1.8: Tweaked priorities and lowered the low pop lockout on states + boosted privatisation chance until pdx fixes the privatisation logic bug.
  • V1.9: Un-did owner changes (no longer needed) + Merchant Marine -> Industrial good.
  • V1.10: Raised the cap on number of items in the construction queue to 10x default value

What this means is that you should generally see:
  1. The investment group choosing what to build will generally build whatever is most profitable for them.
  2. Where they build it will be a little random (not necessarily the most profitable place), BUT;
    - they'll generally prefer to upgrade existing industries to take advantage of state trait and economy of scale bonuses.
    - they'll be responsive to market shortages.
  3. There's more weighting on profit than on the value of the individual goods, so they'll be more likely to build the extractive industries like iron mines when they're needed, rather than running up your base resource costs by building steel mills until the market is saturated.

This also helps the AI build basic things in their own countries!

If you come across any incompatibilities please let me know!


This will almost* never conflict with anything.
Like, really.

*The exception is mods that change local goods into normal tradeable goods. This will probably overwrite them.
(I do not endorse de-localizing the local goods. I designed Urban Synergy Unleashed to make local goods better to manage.)

Explicitly compatible with:
  • Victoria Tweaks Mod (VTM) by One Proud Bavarian
  • Kuromi's AI (kAI) by KuromiAK
  • Smarter Ai by TheGamingNot

I recommend combining with other mods that make auto-expanding railways more sensible.
(Like 'Railway Automatic Expansion Fixed' or 'Nahan's Transportation Overhaul'.)

If you find it doesn't behave as advertised; LOAD THIS LAST and try again before reporting issues.


Why is Transportation an Industrial good now?
This shift allows us to take advantage of hard-coded autonomous investment code to make building railways when there's a transport shortage a desirable option.

My railways still aren't getting built autonomously?
They have to be operated by capitalists (or shopkeepers). If you've made them government run, then no one is going to profit by building them...

Could you make them build the same way that a player would?
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.



Shoutout to Ferrous for letting me bounce the logic off them.

Shoutout to BrokenRobot for identifying the way to prevent overbuilding of power plants!

#Railways #Capitalists
#Private Construction Queue
#Autonomous Investment
#Smarter AI #SPC #GSPC
You can support me on Patreon: [patreon.com]
109 Comments
The_Last_Mando Sep 4 @ 2:09am 
I just made my own mod for that, is it ok if i link it here?
The_Last_Mando Sep 4 @ 2:08am 
Ok:steamsad:
MasterOfGrey  [author] Sep 3 @ 6:59am 
Bahahaha, no
The_Last_Mando Sep 3 @ 2:51am 
Any chance you could make a standalone mod with the 10x private construction cap? Please sir:steamhearteyes:
Князь Владимир Aug 28 @ 3:17am 
I was a little confused that investors are trying to build 300 power plants.
Although 15 would have been enough. And they are trying to build all at once.
Maybe it is worth somehow limiting simultaneous investment in one object?
MasterOfGrey  [author] Aug 20 @ 5:43am 
No, just queue less government construction, the private construction allocations are minimum %'s, not maximum
Senkaimon Aug 20 @ 5:42am 
Oh another thing that came to mind: Would it be possible to create decisions to voluntarily increase the Private construction allocation in amounts of 5 up to 20 max (95 with LF)? That way you can actually use these absurd endgame Investmentpools
Senkaimon Aug 19 @ 9:11pm 
Thank you so much!
MasterOfGrey  [author] Aug 19 @ 9:03pm 
Updated: V1.10: Raised the cap on number of items in the construction queue to 10x default value (the cap cannot actually be totally removed)
Senkaimon Aug 19 @ 8:33pm 
Thanks man! I've been looking for a mod that does just that for ages, It's such an annoying issue. I usually reach 1000 private Constructions in the 70s and after that you can end the campaign as expanding your construction sectors stops being feasible past a certain amount and your investment pool just keeps growing endlessly without use. Going coop in this situation would destroy all your foreign investment which also discourages that option. If you get rid of that cap the mod is a 10/10 :)