Victoria 3

Victoria 3

Improved Automation - Custom Addon
23 kommentarer
Navi的Aleksib本人 23. jan. 2023 kl. 2:09 
这个是单独就能用还是要搭配原mod阿
Troubles The Cat 2. jan. 2023 kl. 10:46 
I'm assuming the only options are the ones in game rules?
Troubles The Cat 2. jan. 2023 kl. 10:44 
Set to consider occupancy "no" but buildings still not auto expanding due to "workforce"?
udkudk 14. dec. 2022 kl. 5:45 
Thanks for the Update
asvc  [ophavsmand] 13. dec. 2022 kl. 15:37 
@yuanshenghong 可以的
yuanshenghong 12. dec. 2022 kl. 16:38 
伙计,现在能用吗?我看这个依赖的模组现在没更新了
udkudk 22. nov. 2022 kl. 13:35 
Thanks for the answer.
asvc  [ophavsmand] 22. nov. 2022 kl. 12:12 
@udkudk I currently cannot find a way to achieve this. I will keep it on my note and wait to see if PDX will give enough modder resources in their next update.
udkudk 22. nov. 2022 kl. 11:43 
udkudk 22. nov. 2022 kl. 11:23 
udkudk 22. nov. 2022 kl. 10:34 
Because buildings gains cash reserves if building is profitable and as I explained below, new rule unfortunately doesn't change any thing.
udkudk 22. nov. 2022 kl. 10:26 
Because of this, those buildings still show as profitable. All they pay is input goods. And if output goods are more expensive than input, they earn money (because it's subsidized, they don't need to consider/pay wages).

Because building needs to only consider prices of input goods and output goods, it becomes much harder to not run an weekly profit. Thus Auto Build continues to expand the building.

And you pay more and more wages and eventually become bankrupt.

Buildings only become unprofitable if eventually your output goods become cheaper than input goods. ( Think of Food Industries, if eventually you produce so much Groceries that price went down to -75% cost.) Then Auto-Build stops. It stops to late. Wages make you bankrupt.
udkudk 22. nov. 2022 kl. 10:26 
Sorry to say that it doesn't change any thing.
I should break the problem to more understandable descriptions:

In Command Economies Improved Automation is impossible to use.

Subsidizing means you maintain full employment by if necessary paying all the wages.
Subsidizing is also Mandatory.

While at beginning subsidized amount of wages is low, as production increases and input goods become more expensive and/or output goods become cheaper, wages increases because of Life standards or less workers, you start to pay more and more percentages of wages. Eventually you pay all the wages.
udkudk 22. nov. 2022 kl. 9:56 
My mistake
udkudk 22. nov. 2022 kl. 9:55 
After condition remained unfullled for 1 week, I thought the update broke something.
udkudk 22. nov. 2022 kl. 9:54 
Oh, sorry
asvc  [ophavsmand] 22. nov. 2022 kl. 9:50 
@udkudk This is a calculated variable. It calculates once per month, so it won't work for the first month of the game.
udkudk 22. nov. 2022 kl. 9:44 
Did update broke something? Currently Auto Expand doesn't do anything because "state has enough free workforce" condition remains false even if I have 100k peasants. Normal Improved Automation works normally.
udkudk 22. nov. 2022 kl. 8:56 
Thanks, I'm trying the mod now.
I will write whatever it does fix it.
asvc  [ophavsmand] 22. nov. 2022 kl. 8:54 
@udkudk add a gamerule to estimate the time needed for the building to achieve full reserve
udkudk 22. nov. 2022 kl. 8:51 
Thanks, I already commented as well.
asvc  [ophavsmand] 21. nov. 2022 kl. 18:10 
@udkudk I will try to do it. For command eco, this addon won't make changes to the auto expanding rules defined by the original mod. You'd better report it to the original author. However, it doesn't seem like he will update his mod very soon.
udkudk 21. nov. 2022 kl. 13:42 
Is it possible to add an new game rule that let's you modify Required Profit ratio? Or anything to fix problem below;

Currently, Command Economy becomes impossible to play, as even if you only consider profit and not subsidized, being subsidized means, factories get profit while you pay wages. You need to seriously overproduce to not be in profit while subsidized, which means you get bankrupt because of subsidies.