Victoria 3

Victoria 3

Competent Auto Expand
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Update: 28 Sep, 2024 @ 8:22am

Updated to be compatible with patch 1.7.6
Literally just change the version number

Update: 14 Jul, 2024 @ 4:16am

Updated to be compatible with patch 1.7.5

Update: 30 Jun, 2024 @ 3:34am

Everything seems to work, just changed the supported version

Update: 30 Nov, 2023 @ 2:42am

Updated to Victoria version 1.5.10

-Removed the overwrite of the building power_plant from the mod.
Existed due to vanilla not allowing powerplants to auto-expand, but it does now.

Update: 27 Nov, 2023 @ 1:23am

-Added tags to metadata.json

-Reduced employment requirements for auto-expand-infrastructure/tax-capacity from 100 % to 95 %
(Same as auto-expand-productivity)

-Removed redundant check for larger than 0% cash reserves on tier 2(10+ productivity) and Tier 3(20+ productivity) auto-expand-productivity.
(Tier 1(5+ productivity) still requires that cash reserves are larger than 90 %)

-Fixed oversight: Added a missing "no input shortages" check for auto-expand-infrastructure

Update: 26 Nov, 2023 @ 4:04am

-Fixed up the code a bit, should hopefully fix any problems people had.
PDX had decided some things should be written a tiny bit differently, and it made everything funky. I am so happy that the community modding tool has improved and could help me with spotting this. (Along with PDX debug log)



Compatibility:
-No longer overwrites the building group for powerplants, now overwrites the building powerplant (to add auto-expand to it)



Balance:
-Lowered the requirement for the highest profitability check from 50 to 20
(PDX nerfed the base productivity of basically all buildings, so this was kinda needed)

-Increased duration limits a bit, they were a few weeks too low for very-high-construction-cost(800) buildings, such as power plants.

-Removed construction queue duration limits on auto-expand-taxcapacity and auto-expand-infrastructure.



Testing:
Ran a test game for 3-ish hours til 1948 and fixed things along the way, (as the British Empire, I always use them for my tests), seems to work now. Although I never personally saw the construction queue or crash bug, but I think I fixed them with my initial code fiddling before I started my test game.

Update: 19 Nov, 2023 @ 3:42am

-Added default autoexpand to power plants

-This was done by overwriting building group bg_power

Update: 18 Nov, 2023 @ 4:03am

'Updated' to vic 1.5.9

-Removed 'has unused construction',
was apparently always true and there are no alternative value for it. Also the devs don't use it anymore, so I suspect it is unsupported

-Now only uses state construction queue time.

Update: 15 Nov, 2023 @ 5:26am

Updated to 1.5.7

Nothing really changed,
although the railroad building, for my mod, used the wrong file..... encoding? type? not sure.

-Fixed mod's railroad building file... encoding or something to match vanilla

-Railroads can now always expand due to being profitable since transportation is now a local good.
Gone are the days, where we can doomstack transportation production in one state.




What about the new features, like local prices, local goods only, and job satisfaction?
Honestly, they don't matter? (For the things we need to check before expanding a building)
Or more precisely, we are already dealing with the important stuff, so their effect on the important stuff is accounted for.

For example,
job satisfaction,
we are already checking if a building has basically full employment and if there are subsistence farmers or jobless people in the state.
(Unless the building is really productive, then we expand even if there is a lack of free workers in the state, potentially drawing them from other buildings in the state or getting them from more migration)

Another example
Local prices and local goods only
We are checking if a building is productive and making a profit and doesn't have an input shortage, so yeah, taken care of.
Although railroads got a minor change to their logic, to accommodate local only transportation slightly better.


The only real thing I think I could do is to add additional 'prioritization' for critical, local-only goods like transportation or electricity. (By prioritization, i meant allowing it be queued even if the construction queue is very long)
(I wish I could edit which auto-expand building, who fulfills auto-expand conditions, the computer chooses to build first, but I can't, sue the devs not me.)



Update: 23 May, 2023 @ 9:04am

Updated to 1.3.1

(Changed nothing, looked through the files, compared them, and I am 95 % sure nothing should be changed, and that everything works)