Victoria 3

Victoria 3

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Free Market Construction
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2.742 MB
May 29, 2024 @ 4:44pm
Aug 1, 2024 @ 3:55pm
9 Change Notes ( view )

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Free Market Construction

Description
New in version 1.7:
-Added 10000£ minting profit to everyone as a compensation for the lost 10 base construction
-Threre now is 20% more construction and it should cost 100£ instead of 130£
-Fixed the bug where vanilla modifiers targetting Construction Sectors targetted Construction Sites instead
-Now Construction Site in the capital will only appear there if there are no constructions around else in the country, previoulsly it was always there
-Cleaned up the code a bit, should help with compatibility

New in version 1.6:
-Changed the way private investment amount is calculated - it now is mostly related to investment pool's income and construction price, instead of just its size.
-Introduced a stabilised construction price variable under the hood, which should smoothen out any values calculated based on construction price, stabilising the price itself in the process.
-Fixed bug where pausing government construction massively increased private construction
-Fixed bug where if the private queue was empty, some construction got added to the government queue

New in version 1.5:
-fixed lack of construction sectors error on foreign investment
-updated construction services icon
-now right-clicking + and - buttons adds/removes 100 construction services
-there should be less situations when the amount of construction services bought is significantly smaller than expected

New in version 1.4:
-fixed random freezes (hopefuly)
-optimized weekly calculations
-fixed pause construction button
-added info on construction spending to the UI
-now the actual amount of construction bought should more closely match the amount set by the player

New in version 1.3:
-updated the mod to game version 1.7
-improved the stability of construction price: now private investors don't directly adjust the amount of construction they buy based on price; instead it is determided by the size of investment pool. This means when the price of construction is higher, they will spend more, lowering the amount of money saved in the pool and gradually lowering the amount bought.

New in version 1.2:
-Construction Services are now consumed at the location of the buildings planned for construction
-Construction Services are much more expensive (Construction Sectors should be as profitable as an average vanilla factory)

Have you ever wanted to just sit back, relax, and let the invisible hand manage your construction for you? Or, on contrary, wanted to pause the construction in your centrally managed economy without collapsing half of your industries? If so, this mod is for you!

Free Market Construction is a mod that completely changes how construction works in Victoria 3. This mod makes construction services a good that can be traded on the market, and can be bought by either private investors or the government. This of course influences its market price, which then influences the amount bought by investors. Construction sectors now can be built by private investors if they are expected to return a profit, so usually when its price is high. This means the free market dynamically adjusts its construction output to its needs without any player intervention, making laissez-faire runs more enjoyable and realistic.

Usage:
In government construction queue specify the amount of construction services bought by the government using + and - buttons. Every 10 construction services creates 1 construction point for your buildings, unless there are shortages in your market. The private ivestors will buy construction services independently from the government, with the amount based on the price of construction services. In order to to maximize private investments make sure to keep construction prices low.

The AI is programmed to buy the amount of construction that leaves its balance at 0.

This mod hasn't been tested too much yet, so expect bugs and balance issues.

Known issues:
1. The amount of construction available at the beginning of the game is too low
2. The actual amount bought might not exactly match the amount set by the player
3. Construction Services are consumed at the location of every building in the Construction Queue, regardless whether it's currently under construction or not (engine limitation)
4. With foreign investment, the construction will not be consumed where the building is being built, rather, the consumptions will be split among all buildings in the domestic construction queue, or if it's empty - the capital.

Credits:
me - making the mod
Anbeeld - inspiration for an event loop system from his Stockpile Economy which was necessary to make this mod work
SCP239 - early (unreleased) versions of this mod were based on his Private Construction Industry mod
Popular Discussions View All (1)
1
Aug 12, 2024 @ 8:33am
I don't get how this mod works..
Orgasmusbremse
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