Victoria 3

Victoria 3

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Free Market Construction
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29 May, 2024 @ 4:44pm
9 Jul @ 3:50am
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Free Market Construction

Description
Introduction
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.

Features
  • Added Construction Services as a market good
  • Construction Sector acts as any factory, producing Construction Services
  • You can set exactly how many services you want to buy
  • Private investors independently choose the amount of services bought based on pool size and services price
  • Private investors can build their own construction sectors
  • Construction services are consumed in the states where buildings are built (meaning market access of these states influences construction price for the state
  • Construction services can be traded as any other good, simulating construction crews being sent abroad, and giving the system more flexibility

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 investors 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 consumption will be split among all buildings in the domestic construction queue, or if it's empty - the capital.

New in version 1.8
-Updated the mod to game version 1.9
-Added missing icons and localization
-Reduced minting to 5000£
-Fixed unexpected behaviour with exploitation economy

New in version 1.9
-Finally figured out how to make shift-click and control-click work, credit to Dingbat32

Credits:
TOGfan - 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
12 Aug, 2024 @ 8:33am
I don't get how this mod works..
Orgasmusbremse
190 Comments
Kosi 31 Jul @ 9:44am 
There are issues with the private investment. Private investment spikes up the price of the construction good, which increases your reinvestment if you own the sectors and are <50M GDP. When the investment queue gets cleared the reinvestment plummets. I had spikes from 30M to 70M GDP. It just fluctuates every couple weeks. The AI doesn't really experience this. This mostly happens if you own the construction sectors and due to the 3x multiplier of reinvestment (I think).

Also the set construction limit for the government queue doesn't work, if you have huge private investment.
For example:
On Interventionism, if you are spending 500k/week on private construction your government will go up to 500k (50%)/week as well, no matter what you set.
Indeoo 21 Jul @ 1:03am 
@TOGFan, concept and ideas of the mod are cool, but AI just fail to manage construction industry. I think small amount of construction produced by subsistent farms can fix this or improve situation
STABBY5 10 Jul @ 5:05am 
May I suggest construction get the not tradeable flag? It would be like gold, its around the market, but not on the world market. British work crews could work in India but not be sold to benin. MAPI affects it a lot more which makes sense.
TOGfan  [author] 8 Jul @ 2:29pm 
@Vizze That's right, the "Private construction allocation" modifier is no longer affected by your economic law. Despite this, in Laissez-Faire you would still have more private construction allocation due to the investment pool having more funds. Regarding the construction trade - it is pretty abstract but I opted for this way of doing things in order to avoid situations where a country is too small to support its construction sector, and thus is unable to build at all. Also in some cases it's not unimaginable for the construction crews to work in another country, actually more so than in some cases in the same country, which could also happen in vanilla (like a british sector building in Singapore)
Vizze 8 Jul @ 12:18pm 
I might have a dumb question but this removes the "Private construction allocation" feature? So there is no difference between having Laissez-Faire and Traditionalism in regards to allocation? Also - since the construction is traded on the world market it kind of is confusing. So I build something in Japan using a construction center in USA? I like the idea I just find it strange in a way.
TOGfan  [author] 8 Jul @ 7:48am 
@Mermaind Man The amount of construction that goes to the government is exactly what you set it to, as long as you don't have construction shortage, which you should try to avoid
@Sour? I guess this is your lucky day, the update is here!
Sour? 30 May @ 3:36pm 
Great mod, cant wait for it to be updated to the current version
Mermaid Man 26 May @ 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] 23 May @ 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 12 May @ 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