Victoria 3

Victoria 3

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Private Sector Construction
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3.863 MB
3 Feb @ 6:58pm
19 Jul @ 1:27pm
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Private Sector Construction

Description
This mod reworks construction to allow for private ownership and building of construction sectors, while also removing the need to figure out how much construction you can afford. Now simply set the spending number and let the private sector build your construction sectors!

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About
This mod is compatible with 1.9.*
Can now be installed mid game.
Affects everyone including the AI.

Description
Construction goods are added as local goods, and consumed locally to contribute to the construction balance nation-wide. There is one construction good for each tier of construction.

Government construction spending is now set as a percentage, with the spending limit being a multiple of the total income of the country. The multiple is calculated by 2 minus Private Construction Allocation from Economic System, e.g. Interventionism can spend 150% of total income. The private sector gets a certain amount of construction depending on reinvestment and how much they are spending on privatisation.

Construction is consumed by the Construction Regulator, which is automatically set to the same level as the construction sector in the state. This employs 20 bureaucrats per level.

The construction sector no longer employs bureaucrats, in exchange for increased labourers, engineers and a small amount of machinists at some levels. Overall, the employment costs should go down, since bureaucrats are paid more than these other jobs.

Removes the construction sector max level, and replaces State Construction Efficiency per level with a state-wide value calculated using the square root of the level. In practice, this means that until the vanilla construction sector max level, you will have above vanilla state construction efficiency, but over that you will get diminishing returns. This encourages putting a few levels of construction sectors down in important industrial states, while still allowing unlimited sectors in a state if required.

Compatibility
Incompatible with any mods that modify the construction sector building or construction panel. Otherwise, should be compatible with almost anything.

Confirmed to be compatible with the following:
Compatches
Translations
Credits
  • Code for deciding how much spending the AI will do modified from Kuromi's AI
  • Code for supporting more than three local goods by Bahmut
  • Russian localisation by Illia Yalovoi
  • Portuguese localisation by DiogoSoaresMiranda
Links
GitHub repository[github.com]
Mod co-op channel[discord.gg]
96 Comments
KeinNiemand 19 hours ago 
@Dingbat32 Another very important value for balacning PM (again see Generalist Gamings Spreadsheet [docs.google.com] is the overall net money outpout produced which is Cost of Outputs - Cost of Input.
Depending on wheter you are construction limited (before you run out of peasents/unemployed) or Labor limited the best building to build generally is the one that gives you the highest net value per construction point (efficiency per week construction) or the highest net per 100 worker.
Price Flexibilty determines how big the range of input/output goods prices is the building can operate, while net determines the net value generated.
Dingbat32  [author] 25 Jul @ 4:50pm 
@KeinNiemand Yeah you're right about price flexibility. I designed construction sectors to be as profitable as tooling workshops at each production method, but construction sectors consume a lot more goods, and they're more likely to be above base price as well. I have realised that this is an issue, and I'll make some price adjustments to construction goods to make this less of a problem. Regarding the ai_value, I can test a higher one in some observer games to see if it makes a difference.
KeinNiemand 25 Jul @ 11:28am 
@McMuster
Continuing my last comment:
So making the construction sector PMs more profitable/(inscreasing their price flexibility) would reduce the demand needed to get it profitbale and therefore to get the AI to build it.
I'm not sure you can do that without breaking the balance of construction and making construction generally more/less expensive.



Also have you tried if it helps to just increse the ai_value for construction sectors a whole bunch?
KeinNiemand 25 Jul @ 11:28am 
@McMuster
continueing my last commen:
This means if your input goods are expensive (or will be expensive if you add the buy orders from the potential construction sector) you need way more then 50 demand to get it to build,
Like at 50 demand of iron fram construction, building 1 sector would instantly dump the price from +75% to +0% and becouse the construction secotsr aren't very profitable at +0% price they won't build at 50 Demand, they will only build it when the price after adding the full 50 sell orders from the sector is still high enough to be profitable.
Depending on input good prices and how wages you need anywhere between 50 and 100 sell orders (more if you already have supply since you need the high prices)
KeinNiemand 25 Jul @ 11:27am 
@McMuster The thing is that Price flexibility (Value of Output/Value of Input) of your construction sector PMs is very low, this that while con secotrs are just barley profitable at 100% input and output good costs as soon as the input good are more expesive or the cost of construction drops they aren't profitable anymore.

Like for Iron Frame the Price Flexibility is 104% this means if the price of inputs is 4% higher then base (and the output stays the same) it will loose money.

Note that this dosn't account for needing to pay wages so the input/output range where construction sectors are actually proftiable is even narrower.

Then you need to consider that the AI will only really likes buildings things that are predicted to be more profitable then anything else it could build.
Dingbat32  [author] 25 Jul @ 3:47am 
@McMuster Adding some subsistence construction output might be a good idea, will test it out. However, I found that increasing demand doesn't help much as even with 50+ construction consumed in a state it can be take a while for the first sector to be built.
Dingbat32  [author] 25 Jul @ 3:43am 
@KeinNiemand I know this is a problem, but it's not easy to fix, as local goods are hard to get off the ground. Same reason that you often need to manually build a lot of power plants to switch production methods to use electricity. I don't really know a direct fix, as the main problem is the investment score calculation, which is mostly hard-coded except for a few defines.
McMuster 24 Jul @ 5:28pm 
a couple refinements you could do here is add some TINY construction output from subsistence farms/population to get countries with no sectors off the ground easier, urban centers or each individual urban building could also consume a low baseline of construction so there's always some demand and to "attract" construction sector building to more developed states beyond
KeinNiemand 24 Jul @ 1:14pm 
The AI seems to not build enough construction sectors becouse they don't seem to be profitable unless the the demand is very high, that's especially true with building the first construction sector, that especially goes for the first construction sector or the first sector in a new state those almost never shop up as profitble => the Ai dosn't build it.
Dingbat32  [author] 22 Jul @ 4:54am 
@KeinNiemand Thanks, added to the description