Victoria 3

Victoria 3

Improved Auto-Expand
96 kommentarer
xor  [ophavsmand] 2. juli kl. 4:01 
I was thinking about that, maybe soon.
Hero of Olympus 2. juli kl. 1:49 
Could you add trade center to auto expand?
xor  [ophavsmand] 21. juni kl. 9:13 
Thanks! No idea how I missed that. Fix already uploaded!
building_government_administration was changed to "required_construction = construction_cost_very_low" but this still has "required_construction = construction_cost_medium" making construction take longer than it does in the unmodified game.
Colfer 17. juni kl. 13:13 
Looking forward to the update.
xor  [ophavsmand] 5. juni kl. 13:23 
Probably gonna update with 1.9
albertpwk 4. juni kl. 20:38 
This mod may needs some update since Paradox has changed the building cost of government administration.
rainmaker66 16. maj kl. 0:40 
some localization fix needed no longer required mod because Victoria 3 mod loader it say way out of date just make sure are you making updates to this mod or no ?
Kurt 15. feb. kl. 12:03 
@xor maybe it's because I used it with a flavor mod then
xor  [ophavsmand] 12. feb. kl. 4:41 
This mod doesn't build more infrastructure than needed except if Paradox broke something recently. I will check thoroughly when the next big patch hits.
Kurt 12. feb. kl. 4:24 
Seems like this mod does build way beyond infrastructure needs, my mines have a profitability of 25 and cost 400 to build, rails have a profitability of 5, costs 800 and needs subsidies to function, HOW is it sensible to build 3x the infrastructure needs when other buildings are literally 10x as profitable, doesn't need subsidies and are sorely needed for actual stuff that matters?
Kurt 12. feb. kl. 4:08 
Does this mod build railways beyond infrastructure needs?
Currently I have 187 infrastructure capacity in Maryland and I'm using 39, I'm NEVER going to need more than 60 infrastructure there yet something keeps on building them. Is it this mod???
Kakafika 9. feb. kl. 6:36 
This mod has not updated government building to have the lower 100 construction in 1.8.6; it remains at 400 construction. construction_cost_medium should be changed to construction_cost_very_low if desired
Doni Albania 3. feb. kl. 7:29 
is there a chance we get full automization of all buildings
udkudk 7. jan. kl. 6:25 
@xor
You can also make this trigger optional via a decision that adds a variable (global var is better), and only use the new triggers if that variable exists via trigger_if, trigger_else_if and trigger_else statements.
xor  [ophavsmand] 7. jan. kl. 4:10 
Hm, very interesting. I have to look into that in the future!
udkudk 6. jan. kl. 20:58 
Therefore I did a modification to your rules by adding following lines to compare LOCAL good price and only allow Auto Expansion if every other criteria already fits + related local good price is higher than -25%.

An example for Rail Way code addition:
state = {
sg:transportation = {
state_goods_pricier > -0.25
}
}

To not create separate auto building construction build triggers for every building with separate good outputs:
Use SWITCH trigger to check for which building you're scoping from, and then scope to related good outputs. e.g. compare electricity in power plants, clothes in textile buildings etc...
Because of how SWITCH works, if a custom building exists, it will skip this section, allowing their mods to function with other triggers without breaking auto expansion.
udkudk 6. jan. kl. 20:58 
I found a possible improvement to this mod to fix a problem:

If your buildings becomes too efficient as a result of modifier stacking via various ways (Power Bloc principles + technologies + certain laws + companies + even events and state traits), building in question becomes so profitable that Auto Expansion continuously expands building in question.

This results in very low good prices for those buildings because buildings are too profitable even at those prices, allowing an over-construction of buildings thanks to Auto Expansion rules.

Low Prices are good, but only to a point. They increase GDP much less and SOL increase doesn't matter much because of other good's expenses.
It's generally better to focus your construction capacity to other goods after price of goods falls to below -25%.
决斗者.卡手程 23. dec. 2024 kl. 7:28 
is it a bug that with this mod in 1.8.6 the government admin building cost is 400 instead of 100?
xor  [ophavsmand] 24. nov. 2024 kl. 4:17 
I just updated the mod to 1.8 with the changes that vanilla did to the files. Thanks for notifying me @Xaelyn

And @Mulkjia: The current version of Victoria 3 is 1.8, so if you're playing 1.7.7 you are playing an outdated version. I assume that the mod does still work with that version, but I can't be sure.
Mulkjia 24. nov. 2024 kl. 1:42 
Hi author, the auto expand toggle doesn't show up in the buildings menu. I'm running Victoria 3 on version 1.7.7
Xaelyn 24. nov. 2024 kl. 0:17 
There are some changes to railways and power plants in AI section that will be overwritten
GyulSa 23. nov. 2024 kl. 0:34 
thank you! i'll test it with a new game.:steamthumbsup:
xor  [ophavsmand] 22. nov. 2024 kl. 4:02 
Extremely likely it does. I don't think the stuff it touches was changed (I read the patch notes).
GyulSa 22. nov. 2024 kl. 1:36 
is this mod still work in 1.8 version?
xor  [ophavsmand] 31. juli 2024 kl. 8:18 
I responded to that question already below.

I have no idea. My mod is older, my mod doesn't have a cringy description text and no cringy pictures, I trust myself more to create a good mod than I trust that random person.

Maybe at some point I'll check if that other mod does something sensible, but not right now.
Tanobi 31. juli 2024 kl. 6:52 
xor  [ophavsmand] 6. juli 2024 kl. 6:01 
yes
Hyacindy 6. juli 2024 kl. 5:33 
Is this mod fine to add to an in progress game?
xor  [ophavsmand] 4. juli 2024 kl. 6:09 
afaik AI doesn't use that feature. it's a player QoL feature. and even if the AI would use it, this mod would probably be good for them.
Stoeipoes 3 4. juli 2024 kl. 6:04 
Bit of a strange question maybe, but does this mod also affect the AI? Or does it only change the auto construction for the player?
Lucy1342 30. juni 2024 kl. 8:50 
By the way author, would you be interested in creating mod that automatically change production methods to more profitable or more productive based on what technology and resources available? For example if liquor production become unprofitable, food production automatically switched to producing more profitable groceries instead of liquor. Is that possible to implement?
xor  [ophavsmand] 30. juni 2024 kl. 4:14 
Interesting, never heard of that one. Mine has more subscribers and is 1 week older, hehe.

Mine is improved vanilla behavior, nothing too crazy. I would need to take a much closer look at the other one, see if it does something useful, maybe learn something from it.
Tim Apple 30. juni 2024 kl. 2:02 
How does this mod compare to Competent Auto Expand, is it more or less detailed?
Lucy1342 27. juni 2024 kl. 10:30 
Can you tell how is this mod working in 1.7 since there is no obvious Auto-expand toggle button in every building and not every building have it in All buildings menu?
Guy Fawkes 26. juni 2024 kl. 11:46 
@doolyycchoi dafuck^^
Lord 25. juni 2024 kl. 10:45 
Are you able to add a game-rule that functions like laizez-faire in improved automation.So your economy is able to run itself.
xor  [ophavsmand] 24. maj 2024 kl. 11:45 
Private construction has nothing to do with it.
doolyycchoi 24. maj 2024 kl. 11:03 
great. But is private construction also affected by this mode?
xor  [ophavsmand] 23. maj 2024 kl. 15:48 
Indirectly. Buildings only get expanded when they are fully staffed, so if there aren't enough workers for that it won't expand.
doolyycchoi 22. maj 2024 kl. 22:38 
does this mod consider unemployment?
catgod00 2. apr. 2024 kl. 4:25 
its all good if nothing can be done its just a bit annoying because of how mediocre the base game power plants are
xor  [ophavsmand] 2. apr. 2024 kl. 4:20 
Hm, maybe. Probably not easily fixable because they edit the same files.
catgod00 2. apr. 2024 kl. 4:01 
i don't know if its intentional but this mod breaks all mods that change or add production methods for power plants
Lord 23. mar. 2024 kl. 7:47 
Could you expand this to full automation in a laizez-faire system?
xor  [ophavsmand] 23. mar. 2024 kl. 5:26 
It was kinda necessary in the past but Paradox fixed some of the issues. It's less necessary now. You can ignore that or not ignore that. At the moment it doesn't really matter.
skywalker 23. mar. 2024 kl. 4:55 
Is it necessary to download other mods?
When I press the button, I see the following pop up:

Additional Required Items
This item requires all of the following other items in order to function properly.

You can click on each one here to learn more about and subscribe to the item before proceeding.

You can also choose to subscribe to all these required items (and all the items they in turn require), but be warned that could include many more items.
Some localization fixes
⑧ ҠƗ₱ɗєҠƗ₱.ᵉˣᵉ [⇄] 25. feb. 2024 kl. 7:01 
This is already the best auto-expand on Steam but most of the checks could be made even stricter. The game checks often enough that any number bouncing between 100% and less won't cause auto-expand to respond any slower.

'occupancy', 'market_access', and 'cash_reserves_ratio' are all checks that should look at only ">= 1.0" IMO because getting any of these wrong will lead to buildings that are less profitable or even impossible to fill.

Not having available upper strata pops will still allow construction because 'occupancy' is getting met for example. Those buildings aren't going to produce anything.

Same for 'cash_reserves_ratio' where anything other than 100% is still a big question mark if the building is going to be profitable because it's still settling.

'market_access' is currently looking at "> 0.99" which is just asking for a rounding error to sneak a building through when a Railway should be built first.
xor  [ophavsmand] 11. feb. 2024 kl. 6:33 
You can hover over the "auto-expand" button and check the tooltip and compare it with the screenshots on this mod page. Different buildings are slightly different though, the main difference is that they are a bit longer than vanilla because they check a few more things as described in the mod description above.
CatLoverJerryGarcia 11. feb. 2024 kl. 6:18 
Yes that's what I was asking, and I can't tell if it's working or not. But I don't know enough about the mod to understand it's "rules" for when to build something new.