Victoria 3

Victoria 3

[DEPRECIATED] Automate Trade
189 Comments
Mr. Balls Johnson 21 Jun @ 2:46pm 
Goated mod, thanks for it.
Sapnor 20 Jun @ 6:17am 
Thank you for your service.
kilicsizoglu 20 Jun @ 2:43am 
up up up up pls :-<
Necrotes  [author] 19 Jun @ 11:45am 
Yeah, this mod is absolutely not necessary anymore. Thank you to everyone who's used this mod, and to the many people who contributed to improve this mod in any way <3
RFK Jr’s Brain Worm 19 Jun @ 11:38am 
With changes made in 1.9, this mod isn't really needed anymore. Thanks for all the great work!
Doni Albania 9 Mar @ 8:59am 
hello can u update please, the trade makes my country go dificit and there are so many unavailable trades
Nazeth 7 Feb @ 6:54am 
For me its quite good mod for lazier plaiers like me, but it has one problem. it is able to create innactive trade routes, that consume population and generate expenses. It is also unable to remove innactive or greatly unprofitable trade routes.
btw ever since the last patch/update this mod "works" but the trade panel does not, it states "uninitialized, tick the game". The trade route list does not load.

no trade routes show up, except the ones under the "X market" of the good you're directly inspecting, meaning the trade routes do still work but the trade route panel under the F4 shortcut doesnt
I have no idea how Vizze and Alexander can be this obtuse. The mod description clearly states that the mod can't friggin delete negative trade routes.

You're supposed to turn the automation on, create hundreds of profitable trade routes and a few unprofitable ones, turn the automation off, trash the few unprofitable routes.

I cannot conceive how someone can literally play Paradox's spreadsheet simulators but need explaining in order to understand this.
Quinnius 17 Dec, 2024 @ 9:02am 
May I suggest you create a compatch for Dense UI?
I did it on my PC, it is literally just the two button_icon_round_action buttons need to be pasted into the market_panel.gui
Quinnius 17 Dec, 2024 @ 8:52am 
I love this mod. It does pretty much what I needed.

I usually add everything green then sort be revenue and keep deleting back until reds are gone, and bureaucracy is positive. This mod does the adding part, so it saves quite a lot of time. It is not supposed to be turned longer than a few days, only for the time it fills the list.
Necrotes  [author] 2 Dec, 2024 @ 6:51am 
@looking for super credits That is unfortunately not possible to do with the modding tools that are currently available, sorry.
3ffgg 1 Dec, 2024 @ 11:31pm 
can you make it also auto cancel non profitable routes?
mango363 29 Nov, 2024 @ 2:53am 
Works perfectly for me, dunno why people keep saying it doesn't work. Also, any chance of a compatibility submod for Dense Market Details?
Necrotes  [author] 27 Nov, 2024 @ 9:25am 
There have been a couple of people here who have helped me make this mod better, especially when it comes to trade profitability, that said, the mod is far from perfect. This mod is definitely hampered by how the AI creates trade routes, and it's something that Paradox have said that they'll change in the future (that being the trade system), this mod is here just as an alternative until that future paradox trade rework.

One thing I can recommend for this mod, is to click the automate trade button, let it sit for awhile and then disable it, and delete any remaining unprofitable trade routes, I also recommend TheGamingNot's Trade Overhaul mod, since it makes trade inherently more profitable, and therefore it's more likely that the trade routes this mod creates will be / remain profitable :er_heart:
Alexander 27 Nov, 2024 @ 8:53am 
Ignore the person below me, it keeps creating routes that are not profitable.
mango363 27 Nov, 2024 @ 6:12am 
Ignore the people below me, it works perfectly, you just have to delete trade routes that turn unprofitable yourself since due to technical limitations the mod can't delete routes. Massive for immigration nations since now you need a trade route to a country for its citizens to mass migrate to your nation.
Vizze 24 Nov, 2024 @ 10:24am 
Yeah this doesn't work. It just breaks the economy. A lot of a negative trade routes.. Shame.
Alexander 24 Nov, 2024 @ 4:13am 
When I hit the button it just creates 100 traderoutes destroying my economy
Bakhan 23 Nov, 2024 @ 2:04pm 
I think the main functionality is working with the button, but I'm getting some broken trade windows with this mod currently. Anyone else have this on vanilla?
Necrotes  [author] 22 Nov, 2024 @ 5:06pm 
Awesome :)
euokelvi 22 Nov, 2024 @ 2:12pm 
@Necrotes i played yesterday in 1.8 patch, it's working :steamthis:
Necrotes  [author] 22 Nov, 2024 @ 4:36am 
@euokelvi pretty sure it is, haven't played with the new patch yet, I'm waiting for other mods to get updated. But I did update this mod just in case. If anyone notices any issues, do let me know here, and I'll do my best to fix them.
euokelvi 21 Nov, 2024 @ 5:35pm 
Ih this mod working?
Necrotes  [author] 16 Oct, 2024 @ 4:35pm 
@Mike O' Pen15 no it does not work with no -vanilla goods, the mod will still work for vanilla goods, it just won't auto trade goods that are added via mods.
Memir Masher 16 Oct, 2024 @ 1:36pm 
Does this mod work with non-vanilla goods?
fisto the robo 11 Oct, 2024 @ 6:17pm 
pparadox devs said they want to add pops/company driven trade routes in the future, so basically this, automated trade
PoopDoop 11 Oct, 2024 @ 1:17pm 
has paradox ever reached out to add this to the game or something?
fisto the robo 11 Oct, 2024 @ 10:42am 
@thet2246
it is working very well still
TheT2246 10 Oct, 2024 @ 11:36am 
Is this no longer working?
MR.SUNDAY 8 Oct, 2024 @ 8:40pm 
If I enable this mod, will I still get the achievement?
Necrotes  [author] 19 Sep, 2024 @ 6:55am 
@gamedreamcd thank you, I added it and it seems to work well.
gamedreamcd 18 Sep, 2024 @ 8:52pm 
@Necrotes

I find below code that can screen those countries, which has war with root.

root = {
NOT = {
has_war_with = prev
}
}

It's for your reference of future update.
Necrotes  [author] 18 Sep, 2024 @ 8:28am 
@Pravmlormd it should yeah, the only thing this changes is a gui file in the market panel. I am currently using the Historical Population Growth & Resources [1.7] mod and they work together fine. The only "issue" I could see is if you use a mod that adds completely new, non-vanilla resources, but even then the only issue would be that those new resources would not be included in the auto trade.
Pravmlormd 18 Sep, 2024 @ 6:17am 
Quick question. Would this work with mods that change the entire map + resources.
Rileyyy 14 Sep, 2024 @ 4:54pm 
This is must have mod and I do hope they add it to the base game eventually (maybe with 2.0). Great job
LittlePewChild 23 Aug, 2024 @ 10:49pm 
pov: You are a free trade global power who have to using autoclicker for 10 minutes to delete useless trade routes now:lunar2019madpig:
RyLi 22 Aug, 2024 @ 1:04am 
Please don't stop developing
Tosun Paşa 30 Jul, 2024 @ 9:31pm 
In their developer diary, they stated that they would bring auto-trading.
gamedreamcd 30 Jul, 2024 @ 7:22pm 
@Necrotes You are welcome.

Although 1.7 improved a lot, especially for buildings and Pops management, but for trade management, it's still tedious. Your mod is very valuable to help this.

The trade routes growing is depend on many factors, we would have covered the majority, and would find more in the future. I think it's good to help major trade management works and let a few done by manually.

BTW, I search the game's code again , don't find cancel trade route API, I guess it would by hidden by the company on purpose :)
Atsumaru, Party Dragon Slayer 30 Jul, 2024 @ 3:47pm 
Hi! :3 I'm loving this mod, I appreciate your work! However, would there be a way to specifically ONLY automate exports/imports? I'd love to only export my extra stuff while making sure to prioritize my own industry and not rely on imports by mistake. Thanks!
Necrotes  [author] 30 Jul, 2024 @ 9:37am 
@gamedreamcd Awesome, still getting an initial trade route creation spam, but I think after that it happens less, so thank you. There is still some weirdness, I tried to quickly start a game as Prussia, I activated this mod and for some reason some trade routes remain inactive. Can't figure out why, but it's a lot fewer than it used to be.

Thank you for all your help @gamedreamcd I am an absolute modding noob, so any help is greatly appreciated and you've helped a ton. thank you :)
gamedreamcd 30 Jul, 2024 @ 7:42am 
and for every export goods too,

market = { NOT = { any_trade_route = { exporter.owner = root goods = g:fruit } } }
gamedreamcd 30 Jul, 2024 @ 7:38am 
Added below code to screen those trade routes which player already has, it works fine in my game, not sure if it's useful to your mod :)

market = { NOT = { any_trade_route = { importer.owner = root goods = g:fruit } } }
gamedreamcd 29 Jul, 2024 @ 11:53pm 
Today when I play the game as France, I find a more screening condition for those countries which can't have trade with:)

market.owner = { NOT = { has_law = law_type:law_isolationism } }

The code find a good trade country called Chiengmai, its law is fine but its market owner's law is isolationism :)

It's screened after I added above code.
gamedreamcd 29 Jul, 2024 @ 7:38pm 
Only below file in my mod related to trade routes which need to be read.

spreadsheet_trade_scripted_guis.txt

at common\scripted_guis
gamedreamcd 29 Jul, 2024 @ 7:34pm 
@Necrotes I get your thought. It's good to only create a trade route for one good for performance reason. I think your method which get random good trade route at a time also is a good way to play the game.

If we want to get best trade routes and create them. It have to be done in two steps. first step is to get the best trade route for every good, and save the result to global variables or global variable list.
The second step is to write a new section code to go through all the result of first step, and create the trade route one by one.

It can only create 1 trade route for 1 good at a time,but the code would be more complex. I did the first step in my mod, and didn't do the second step, you may read it for reference.
Necrotes  [author] 29 Jul, 2024 @ 7:13pm 
@gamedreamcd I did a small test, and so far I think the biggest issue I'm having with every_country is that it will create an insane amount of trade routes for the same good to multiple different countries, which means a lot of them become unprofitable. Making it so that it would only create 1 trade route for 1 good at a time would be much better, but I have no idea how to do that xd

If only paradox had made it possible to automatically delete unprofitable trade routes this would have been a non-issue.
Necrotes  [author] 29 Jul, 2024 @ 6:53pm 
@gamedreamcd I saw that you had changed it to every_country from random_country so I changed it as well, I did revert some of the code so I may have forgotten to put it back to every_country, I will do that right away, thank you :)
gamedreamcd 29 Jul, 2024 @ 6:48pm 
@Necrotes,I just read the code changes, it's very nice.

Just a notice, there is a difference of my though in my mod for your reference.

The way in my mod is to get all the countries which can meet the basic lowest request first, then compare the product of goods_cheaper * goods_production of all of them, at last get a best country to show. So I lowed down all your conditions for first checking, as well as use this code "every_country =", it will check every countries then finally get the best one.

I see you use this code "random_country =", it means it only run once when the condition is met , and return the result at once and ignore other countries which are not checked. It would result in get a lower trade route and would ignore more better routes.

It's fine if It's your wanted design.
Just a reminder I set the check conditions at the lowest base request.
At the same time, I used the multiply of goods_cheaper * goods_production for comparison and balance.