Victoria 3

Victoria 3

Improved Automation - Custom Addon
23 則留言
Navi的Aleksib本人 2023 年 1 月 23 日 上午 2:09 
这个是单独就能用还是要搭配原mod阿
Troubles The Cat 2023 年 1 月 2 日 上午 10:46 
I'm assuming the only options are the ones in game rules?
Troubles The Cat 2023 年 1 月 2 日 上午 10:44 
Set to consider occupancy "no" but buildings still not auto expanding due to "workforce"?
udkudk 2022 年 12 月 14 日 上午 5:45 
Thanks for the Update
asvc  [作者] 2022 年 12 月 13 日 下午 3:37 
@yuanshenghong 可以的
yuanshenghong 2022 年 12 月 12 日 下午 4:38 
伙计,现在能用吗?我看这个依赖的模组现在没更新了
udkudk 2022 年 11 月 22 日 下午 1:35 
Thanks for the answer.
asvc  [作者] 2022 年 11 月 22 日 下午 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 2022 年 11 月 22 日 上午 11:43 
udkudk 2022 年 11 月 22 日 上午 11:23 
udkudk 2022 年 11 月 22 日 上午 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 2022 年 11 月 22 日 上午 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 2022 年 11 月 22 日 上午 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 2022 年 11 月 22 日 上午 9:56 
My mistake
udkudk 2022 年 11 月 22 日 上午 9:55 
After condition remained unfullled for 1 week, I thought the update broke something.
udkudk 2022 年 11 月 22 日 上午 9:54 
Oh, sorry
asvc  [作者] 2022 年 11 月 22 日 上午 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 2022 年 11 月 22 日 上午 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 2022 年 11 月 22 日 上午 8:56 
Thanks, I'm trying the mod now.
I will write whatever it does fix it.
asvc  [作者] 2022 年 11 月 22 日 上午 8:54 
@udkudk add a gamerule to estimate the time needed for the building to achieve full reserve
udkudk 2022 年 11 月 22 日 上午 8:51 
Thanks, I already commented as well.
asvc  [作者] 2022 年 11 月 21 日 下午 6:10 
@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 2022 年 11 月 21 日 下午 1:42 
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.