Victoria 3

Victoria 3

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Vince's Downsize Buildings
   
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Sep 16, 2024 @ 8:37am
Jun 25 @ 7:49am
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Vince's Downsize Buildings

Description
Delete failed buildings, improve late game performance significantly and make the investment AI better.

In details:
Make the vanilla downsizing faster.
In states with no manpower start deleting buildings under lvl10.
The buildings with the least manpower go first.
These buildings should have less than 50% employment and failed hires.
Every states allowed to have one failed building.
Subsidized, government owned, under construction and art academies (freedom of movement 3) never get destroyed.

What are the consequences?
First of all this allow a ton of stuck pop fragment to merge back, increasing performance.
By the matter of trying and failing over and over in the end the investment AI actually build profitable buildings everywhere. Even late game whole industries can shift from one state to another.
Free up "dead" infrastructure and manpower.
Your states actually look much better late game.
18 Comments
Yagami  [author] Jun 25 @ 7:50am 
Updated to 1.9.3
BrokenRobot Sep 30, 2024 @ 9:25am 
I'm seeing government owned buildings being removed with this. To reproduce, take a small country in a larger market (Ionian Islands works well) and build 1 level of every building
MasterOfGrey Sep 25, 2024 @ 6:25pm 
Fair enough
Yagami  [author] Sep 25, 2024 @ 5:09pm 
@MasterOfGrey I could add some logic if the player has low state count allow more failed buildings, potentially any amount with only one state. I disagree on farms though, it works well in my games and leaving 1 lvl buildings everywhere defeating one of the main purpose of the mod to increase performance.
MasterOfGrey Sep 25, 2024 @ 4:58pm 
Oh, and following up on other people's comments, it would be good if it had exceptions so that it wouldn't delete the last building of a particular type in the country - that would stop e.g. small countries like transvaal getting their iron mine closed before they can build tools, and their tools closed before they can built iron etc.
MasterOfGrey Sep 25, 2024 @ 4:55pm 
Righteo, I must have overlooked something on the railways point.
It would still be good if it had exceptions for specifically farms. The auto-investment AI really doesn't like kicking things off from scratch, and so even if the opportunity is good later on, states can languish if they get cleaned out entirely.
Yagami  [author] Sep 25, 2024 @ 7:09am 
@MasterOfGrey I'm like 99% certain it can not delete trains. First buildings from "bg_private_infrastructure" group excluded from the search. Second the effect to delete buildings require building id and my files don't contain the name "building_railway" you can check it for yourself.
MasterOfGrey Sep 25, 2024 @ 1:33am 
I'm like 99% certain it deleted trains. And it's not "agriculture" it's farms, losing the last farm is not good for the autonomous investment AI
Yagami  [author] Sep 25, 2024 @ 1:18am 
@MasterOfGrey This mod never delete trains or ports. Why deleting agriculture is a problem if they were unprofitable?
MasterOfGrey Sep 24, 2024 @ 5:02pm 
Having done a run with this, it's definitely effective, but I think it's a tiny bit too overzealous. It completely eradicated all agriculture from a number of states, and wiped out things like the last railway in a couple states where employment was low but the result was a transport shortage.

I would suggest adding some safety checks to it for edge cases (like not deleting the last railway, port (for mod compatibility), wheat/rye/rice/millet farm and stuff.)