Victoria 3

Victoria 3

Private Sector Construction
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Update: 27 Feb @ 1:21am

V1.2.1
- Fix save game incompatibility issue, where the new construction regulators would be set to the wrong production method.

Update: 25 Feb @ 10:56pm

Update 1.2

- Replace hidden building with much nicer "Construction Regulator". This building also now automatically gains a level for every construction sector in a state, allowing for a better simulation of construction regulation.

- Replace hidden "Point Conversion" production methods with "Basic Construction Regulation", which has a new icon.

- Automatically change Basic Construction Regulation production method as soon as the construction sector production method is changed.

- Make government construction spending limit a multiple of total income, with the multiple being calculated by 2 minus Private Construction Allocation from Economic System e.g Interventionism can spend 150% of total income.

- Replace 5 step Construction Spending Level settings with a more flexible percentage setting. Also allows for an increase of 5% or 10% by shift or control clicking, respectively.

- Remove construction sector max level, and replace State Construction Efficiency per level with a state-wide value. In practice, this means that until the vanilla construction sector max level, you will have above vanilla state construction efficiency, but above that you will get diminishing returns. This encourages putting a few levels of construction sectors down in important industrial states. Also replace "Construction Sector Max Level" in tooltips with "Construction Sector State Construction Efficiency Cap" to reflect this.

- Fix issue where construction calculation wouldn't run every week and on different days of the week when it did run. Now, runs on the first day of the game and every proceeding Monday.

- Fix issue with privatisation spending being calculated in a flawed manner, causing the player to pay for private sector spending.

- Improve algorithm for calculating amount of construction bought with a certain amount of spending. Should now adjust the total spending to be exactly the government spending and private sector spending goals added.

- Add "Private Construction Allocation Real Usage Adjustment", which will adjust the fraction of weekly construction going to the private sector and the government to be exactly the same as their fraction of total spending. This means the government will never end up paying for private sector spending and vice versa.

Update: 14 Feb @ 7:22pm

Update: 11 Feb @ 8:22pm

V1.1.3
- Fix save game incompatibility due to renamed journal entry
- Fix low construction good producing states from not having any demand
- Refactor to allow for mid game loading of the mod
- Add icons for private construction allocation increase and point converter throughput

Update: 10 Feb @ 4:51am

V1.1.2
- Improve layout for more than 3 local goods in the state building tab.

Update: 10 Feb @ 4:50am

Update: 9 Feb @ 11:29pm

V1.1.1
- Add texticons to display new goods properly in production methods and state panel
- Fix issue with state goods panel building becoming extra wide from too many local goods
- Make mod start date agnostic
- Make journal entry have less risk of collision by renaming it

Update: 9 Feb @ 1:41am

- Adds four construction good types for each tier of production method for construction.
- Added automatic switching of production method for the hidden construction point converter.
- Improved construction point cost estimate
- Made construction good costs different prices to allow for base price profitability with wooden and iron construction.
- Added new icons for new goods

Update: 7 Feb @ 7:58pm

Update: 7 Feb @ 7:38pm

- Fix "insufficient construction for investment pool" alert appearing when this is not the case.