Victoria 3
Competent Auto Expand
104 comentarios
Tim Apple 5 JUL a las 3:35 a. m. 
God bedring :)
knogleknuser  [autor] 3 JUL a las 10:04 a. m. 
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 a las 3:18 p. m. 
will this mod be updated?
Aven Oul 9 ENE a las 11:41 a. m. 
does this work currently?
udkudk 6 ENE a las 9:00 p. m. 
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 ENE a las 9:00 p. m. 
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 DIC 2024 a las 2:06 a. m. 
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  [autor] 29 SEP 2024 a las 3:05 a. m. 
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 a las 3:04 a. m. 
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  [autor] 28 SEP 2024 a las 8:23 a. m. 
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 a las 10:03 a. m. 
@knogleknuser thanks for looking into it. Appreciate your work
MetaSheep 27 SEP 2024 a las 9:27 a. m. 
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 a las 5:27 p. m. 
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  [autor] 26 SEP 2024 a las 1:21 p. m. 
Oh god, what did pdx do now?
Ill take a look at it soon.
MetaSheep 24 SEP 2024 a las 2:18 a. m. 
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  [autor] 18 JUL 2024 a las 6:33 a. m. 
Thx, glad you like it :)
Technophile Max 17 JUL 2024 a las 3:22 p. m. 
I am Maxwell Tornado, and this is my favourite mod on the workshop.
knogleknuser  [autor] 14 JUL 2024 a las 11:51 a. m. 
@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  [autor] 14 JUL 2024 a las 8:26 a. m. 
@MetaSheep
Thx for the kind words and let me know if anything breaks
MetaSheep 14 JUL 2024 a las 4:50 a. m. 
@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  [autor] 14 JUL 2024 a las 4:18 a. m. 
@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 a las 10:32 a. m. 
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 a las 5:07 a. m. 
@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  [autor] 13 JUL 2024 a las 3:36 a. m. 
@,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 a las 5:09 a. m. 
@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 a las 1:19 a. m. 
Is this amazing mod compatible with any other mods?
knogleknuser  [autor] 30 JUN 2024 a las 3:24 a. m. 
@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 a las 2:00 a. m. 
Does this still work for 1.7? This mod feels so essential and Paradox should learn from it.
liuk 2 ABR 2024 a las 8:30 a. m. 
Understood, thank you for the rapid answer!
knogleknuser  [autor] 2 ABR 2024 a las 7:54 a. m. 
@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 ABR 2024 a las 7:27 a. m. 
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  [autor] 20 MAR 2024 a las 7:05 a. m. 
@TheLonelyWarrior
Absolutely
TheLonelyWarrior 19 MAR 2024 a las 4:35 p. m. 
So stupid question, but can you install it mid playthrough?
Tim Apple 13 MAR 2024 a las 1:11 p. m. 
Works completely fine for me
The Udo Gaming 13 MAR 2024 a las 12:52 p. m. 
Does it still work with 1.6?
knogleknuser  [autor] 1 FEB 2024 a las 11:51 a. m. 
@Jake_
Oh god paradox, pls don't make me come up with some jank workaround for this...
Jake_ 1 FEB 2024 a las 10:17 a. m. 
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  [autor] 13 ENE 2024 a las 1:19 a. m. 
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 ENE 2024 a las 1:35 p. m. 
@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  [autor] 12 ENE 2024 a las 1:08 p. m. 
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 ENE 2024 a las 11:46 a. m. 
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 DIC 2023 a las 11:05 a. m. 
Thank money, the market knows why it needs the powerplants.
knogleknuser  [autor] 29 DIC 2023 a las 12:06 a. m. 
Then good news!
This mod touches no A.I. related stuff, only auto-expand requirements.
James 28 DIC 2023 a las 2:14 p. m. 
i acktually like the vanilla a.i. spamming 74 coalfire powerplants on some random island
knogleknuser  [autor] 1 DIC 2023 a las 1:04 p. m. 
<.<
>.>
>.<
Thx :)
Kïïhl 30 NOV 2023 a las 2:51 p. m. 
The author of this mod is auto-based and expand-pilled
knogleknuser  [autor] 26 NOV 2023 a las 4:10 a. m. 
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 a las 10:41 p. m. 
but if you have a place i can send the crash log just message me the place
the_marine89 25 NOV 2023 a las 10:41 p. m. 
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