Victoria 3

Victoria 3

Competent Auto Expand
104 Comments
Tim Apple 5 Jul @ 3:35am 
God bedring :)
knogleknuser  [author] 3 Jul @ 10:04am 
Hi there everyone!
Apologies for the quietness. Ive been battleling some health issues. Ive got no idea when things will get better. Perhaps in a month, perhaps a while longer. (Dont worry, got the doctorson it and its nothing lifethreatening :)) Atm, i cant even play video games for 9 hours every week.
So apologies, i cant say when ill be capable of updating this bitch but im blown away you guys like this little thing so much.

Tho, you're all welcome to steal and fix this mod yourself if ya fancy ^.^

I kinda just made this thing cuz i got fed up while playing the game haha
Forax91 28 Jun @ 3:18pm 
will this mod be updated?
Aven Oul 9 Jan @ 11:41am 
does this work currently?
udkudk 6 Jan @ 9:00pm 
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 @ 9:00pm 
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%.
MetaSheep 20 Dec, 2024 @ 2:06am 
Good News, today i found out why the mod was giving me troubles. Basically changing the supported Version in the Metadata of the Mod from 1.7.6 to 1.8.* now makes the Game not cry and crash anymore when i try to load it.

So, if possible change the supported Version in the Metadata for future updates of the Mod.
knogleknuser  [author] 29 Sep, 2024 @ 3:05am 
My best guess is that it was an old version of the mod that was installed, so me updating it and changing version numbers made it realize it was out of date.

Regardless, glad it works now.
MetaSheep 29 Sep, 2024 @ 3:04am 
The update did fix it for me. Idk why it crashed beforehand if it worked on your end, but it works now, so it doesn't really matter.

Thank you very much!
knogleknuser  [author] 28 Sep, 2024 @ 8:23am 
Alright, so updated the mod.
Nothing was wrong on my end, but updated to the newest version.

It took a while as I had to set things up on my laptop as I don't have access to my big rig atm
MetaSheep 27 Sep, 2024 @ 10:03am 
@knogleknuser thanks for looking into it. Appreciate your work
MetaSheep 27 Sep, 2024 @ 9:27am 
i tested it with only the mod loaded and nothing else. I guess it could be the game being broken, but i doubt it. Do you have all the DLCs and playing on the newest version @Technophile Max?
Technophile Max 26 Sep, 2024 @ 5:27pm 
It works for me, at least. And I use a million mods, with this being near the bottom of the load order, so it's definitely not completely broken.
knogleknuser  [author] 26 Sep, 2024 @ 1:21pm 
Oh god, what did pdx do now?
Ill take a look at it soon.
MetaSheep 24 Sep, 2024 @ 2:18am 
Apparently, the mod has been broken for a while now again. The game says it's incompatible with the current version and crashes when you click ignore. IDK if you're already working on it or not, but if possible, update it, please.

Keep up the good work.
knogleknuser  [author] 18 Jul, 2024 @ 6:33am 
Thx, glad you like it :)
Technophile Max 17 Jul, 2024 @ 3:22pm 
I am Maxwell Tornado, and this is my favourite mod on the workshop.
knogleknuser  [author] 14 Jul, 2024 @ 11:51am 
@Turkey 1
Oh yeah, never responded to ya, my bad.

Should be compatible with many mods and, as the compatibility section mentions, the exceptions would be mods that modifi the building government administration, the building railroads or the default auto expand
knogleknuser  [author] 14 Jul, 2024 @ 8:26am 
@MetaSheep
Thx for the kind words and let me know if anything breaks
MetaSheep 14 Jul, 2024 @ 4:50am 
@knogleknuser
Thank you for the fast updated, it works fine on my end too.
Hope you have an amazing day. Its time to spend the rest of the day playing a new campaign.
knogleknuser  [author] 14 Jul, 2024 @ 4:18am 
@MetaSheep
And the mod is updated, everything works good on my good, hope it works on your end as well.

@Joseamon
Thx for the report, i've fixed it now
S. Erdem 13 Jul, 2024 @ 10:32am 
your mod disallows building railways as foreign investment. So I can not build railways in my subjects, they are starving for infrastructure.
MetaSheep 13 Jul, 2024 @ 5:07am 
@knogleknuser

Thanks for trying to fix it so soon, hope it nothing to complicated to fix.
I wish your mom a happy birthday and hope you have an amazaing day.

This is byfar one of the best Vic 3 mods, having the mod automatically grow the economy while i can focus on macro economic changes is so good. Love the ideas that are planned for the mod in the future, especially the check for subsidised building and the force auto-expand button. Keep up the good work and if you ever need some help i am open to help. :)

(Sorry for the glazing, lmao)
knogleknuser  [author] 13 Jul, 2024 @ 3:36am 
@,MetaSheep

Thx for reporting and the kind words. :)
I was not aware of this problem and ill try to fix it tomorrow.
As today, ill be celebrating my mothers birthday.
MetaSheep 12 Jul, 2024 @ 5:09am 
@knogleknuser
PDX did something on the 1.7.2 Patch and now, with only this mod loaded, a "Unsupported Mods Detected" Window pops up in the start menu. When clicking on ignore the game crashes immediately. Would like to ask if you are already working on it or planning to update the mod at somepoint. Love the mod, keep up the work.
Turkey 1 7 Jul, 2024 @ 1:19am 
Is this amazing mod compatible with any other mods?
knogleknuser  [author] 30 Jun, 2024 @ 3:24am 
@Tim Apple
Unless PDX changed how the mod syntax/code should be written, then the mod will work just fine
(They have done that before btw, so it is a possibility)

I haven't checked myself if it works, but I did check out the new update and saw nothing that should be a problem with the mod.
I hope they didn't change the syntax, again, its the only thing that could be a problem.
Tim Apple 30 Jun, 2024 @ 2:00am 
Does this still work for 1.7? This mod feels so essential and Paradox should learn from it.
liuk 2 Apr, 2024 @ 8:30am 
Understood, thank you for the rapid answer!
knogleknuser  [author] 2 Apr, 2024 @ 7:54am 
@liuk
That behavior is unchanged from vanilla.
In vanilla, and with this mod, auto-expand is a feature that works on a pr. building pr. state level,

it can only expand buildings.
It can expand any amount of existing buildings.
It can expand them in any amounts of states.
Note: it cannot create new buildings in states, only expand them,
this also makes auto-expand unable to develop untapped resource deposits say a 'level' 0 logging camp.
liuk 2 Apr, 2024 @ 7:27am 
Sorry for the -maybe stupid- question: does this mod permit construction in a new state? I mean: if I activate autoexpand for a building that only exist in svealand (for ex), will the mod allow to build another one in scania?
knogleknuser  [author] 20 Mar, 2024 @ 7:05am 
@TheLonelyWarrior
Absolutely
TheLonelyWarrior 19 Mar, 2024 @ 4:35pm 
So stupid question, but can you install it mid playthrough?
Tim Apple 13 Mar, 2024 @ 1:11pm 
Works completely fine for me
The Udo Gaming 13 Mar, 2024 @ 12:52pm 
Does it still work with 1.6?
knogleknuser  [author] 1 Feb, 2024 @ 11:51am 
@Jake_
Oh god paradox, pls don't make me come up with some jank workaround for this...
Jake_ 1 Feb, 2024 @ 10:17am 
construction_queue_government_duration < 34 still doesn't work. If the construction queue is empty, the waiting time in weeks will be 2147483647 weeks (2^31) so the mod logic will never queue again.
knogleknuser  [author] 13 Jan, 2024 @ 1:19am 
Thank you,
I made it primarily motivated by my own desire to use this mod because I was unsatisfied with both vanilla and the up-to-date auto-expand mods at the time
zacharypickvet 12 Jan, 2024 @ 1:35pm 
@knogleknuser I understand, thank you for the quick response. your mod is one of my most used mods, in my opinion it is the best auto expand mods out there.
knogleknuser  [author] 12 Jan, 2024 @ 1:08pm 
Its under pipe dreams, so maybe some day, maybe never. (Sadly, probably never)
It is a feature so far beyond my current modding abilities that i dont even know if it is a possible thing to mod.
zacharypickvet 12 Jan, 2024 @ 11:46am 
I love this mod but would like to know when you plan on adding,
-Add a button that forced all current and future buildings to have auto-expand on(Apart from player selected exceptions)
this would be amazing for not have to turn auto expand on for every new building build.
James 31 Dec, 2023 @ 11:05am 
Thank money, the market knows why it needs the powerplants.
knogleknuser  [author] 29 Dec, 2023 @ 12:06am 
Then good news!
This mod touches no A.I. related stuff, only auto-expand requirements.
James 28 Dec, 2023 @ 2:14pm 
i acktually like the vanilla a.i. spamming 74 coalfire powerplants on some random island
knogleknuser  [author] 1 Dec, 2023 @ 1:04pm 
<.<
>.>
>.<
Thx :)
Kïïhl 30 Nov, 2023 @ 2:51pm 
The author of this mod is auto-based and expand-pilled
knogleknuser  [author] 26 Nov, 2023 @ 4:10am 
And the mod has been updated, hopefully it works better now.

My 3 hours test game at least works fine
the_marine89 25 Nov, 2023 @ 10:41pm 
but if you have a place i can send the crash log just message me the place
the_marine89 25 Nov, 2023 @ 10:41pm 
and yes i think it might have something to do with my construction que. i didnt really put two and two together. until now lol