Victoria 3

Victoria 3

Free Market Construction
190 Comments
Kosi 31 Jul @ 9:44am 
There are issues with the private investment. Private investment spikes up the price of the construction good, which increases your reinvestment if you own the sectors and are <50M GDP. When the investment queue gets cleared the reinvestment plummets. I had spikes from 30M to 70M GDP. It just fluctuates every couple weeks. The AI doesn't really experience this. This mostly happens if you own the construction sectors and due to the 3x multiplier of reinvestment (I think).

Also the set construction limit for the government queue doesn't work, if you have huge private investment.
For example:
On Interventionism, if you are spending 500k/week on private construction your government will go up to 500k (50%)/week as well, no matter what you set.
Indeoo 21 Jul @ 1:03am 
@TOGFan, concept and ideas of the mod are cool, but AI just fail to manage construction industry. I think small amount of construction produced by subsistent farms can fix this or improve situation
STABBY5 10 Jul @ 5:05am 
May I suggest construction get the not tradeable flag? It would be like gold, its around the market, but not on the world market. British work crews could work in India but not be sold to benin. MAPI affects it a lot more which makes sense.
TOGfan  [author] 8 Jul @ 2:29pm 
@Vizze That's right, the "Private construction allocation" modifier is no longer affected by your economic law. Despite this, in Laissez-Faire you would still have more private construction allocation due to the investment pool having more funds. Regarding the construction trade - it is pretty abstract but I opted for this way of doing things in order to avoid situations where a country is too small to support its construction sector, and thus is unable to build at all. Also in some cases it's not unimaginable for the construction crews to work in another country, actually more so than in some cases in the same country, which could also happen in vanilla (like a british sector building in Singapore)
Vizze 8 Jul @ 12:18pm 
I might have a dumb question but this removes the "Private construction allocation" feature? So there is no difference between having Laissez-Faire and Traditionalism in regards to allocation? Also - since the construction is traded on the world market it kind of is confusing. So I build something in Japan using a construction center in USA? I like the idea I just find it strange in a way.
TOGfan  [author] 8 Jul @ 7:48am 
@Mermaind Man The amount of construction that goes to the government is exactly what you set it to, as long as you don't have construction shortage, which you should try to avoid
@Sour? I guess this is your lucky day, the update is here!
Sour? 30 May @ 3:36pm 
Great mod, cant wait for it to be updated to the current version
Mermaid Man 26 May @ 7:53am 
@TOGfan I was more so referring to stuff that only the player can construct such as government admin, barracks, ports, naval bases, etc and waiting for some of this stuff can be pretty disastrous depending on the situation that you're in. At least in my play through that I'm doing now it seems like no matter how many construction services I seem to buy my construction always seem to be given little priority which is why I asked about it.
TOGfan  [author] 23 May @ 6:21am 
@McMuster thanks for the answer, I will test the mod with the new laws then
@Ellidominus Unfortunately it seems like it's not possible to use shift and ctrl clicks in modded GUIs, but you can right-click to add 100 construction
@Mermaid Man That would kinda be against the point of this mod, where the government has to compete for construction with the private sector on the free market. You can always enact command economy though if you don't want the competition
Mermaid Man 12 May @ 6:18pm 
It would be nice to have a "prioritize government construction" option where you could prioritize the construction that you set over what the AI does
Ellidominus 30 Apr @ 12:32pm 
I would really appreciate a way to have the construction be set faster. Steps in 10 construction each is very slow late game. Shift for 100 And Ctrl for 1000 would be nice.
McMuster 22 Mar @ 2:23pm 
havent tested extensively but the interactions with the new econ laws seem strange. Otherwise lobby to have this included in the basegame, lol
TOGfan  [author] 16 Feb @ 4:32am 
Hey guys, I finally found some time to update the mod, could you please tell me what issues are you experiencing with 1.8? From my (very short) testing everything seems to be working fine
11them11 18 Jan @ 1:55pm 
Great mod. It would be cool if you could update for it to work with the current patch and extraction economy. Thanks
Ruscunárë 8 Jan @ 9:05am 
Could you add a small consumption of construction goods by all buildings except subsistence farms, to represent all the necessary maintenance, renovations and so on? It would help make construction sectors more profitable and add realism.
B. Mirry 22 Dec, 2024 @ 2:58pm 
Great mod
kebabblaster9000 20 Dec, 2024 @ 8:57am 
update?
Necrotes 5 Dec, 2024 @ 2:38pm 
@TOGfan No worries, I have 1 final exam at my uni before the holidays, so I get it. Good luck, and happy holidays when that time comes around :)
TOGfan  [author] 5 Dec, 2024 @ 11:04am 
Hi, I am so happy to read all the positive comments, thank you so much for the support. Unfortunately, right now I have a very busy time at my university/work and don't have time to update this mod until probably the christmas break
Necrotes 4 Dec, 2024 @ 4:21pm 
Any news on an eventual 1.8 update, this mod is so fucking good.
LordEsparta 1 Dec, 2024 @ 9:45am 
I hope the developers incorporate this mod into the game
Szara 27 Nov, 2024 @ 7:04pm 
Looking forward to the 1.8 update, this mod makes construction so much better.
Mr. Needful 21 Nov, 2024 @ 6:53pm 
"I hope you don't enjoy free market mechanics because private investments are a no go" absolutely based. Private investment was the worst thing to happen to this game. Immediately subscribing.
Necrotes 21 Nov, 2024 @ 5:47am 
I concur with TheGamingNot, this mod is absolutely fantastic, an absolute must in any of my playlists for Victoria 3.
TheGamingNot 10 Nov, 2024 @ 12:02pm 
yeah idk what low is yapping about, mods great and a massive step up from vanilla
Even in the microwave 10 Nov, 2024 @ 11:25am 
I would advice everyone to try the mod out for themselves, remember that everyone is an individual you too dear reader. You might like the mod even if other's don't.
L O W 8 Nov, 2024 @ 9:20pm 
The other problem is, I hope you don't enjoy free market mechanics because private investments are a no go. It quickly exceeds the quantity limit for private investors to appropriate construction capacity.

You'll likely read other issues in the comments below, either wait for the author to fix or abandon this and maybe someone else will pick it up (perhaps PDX themselves), but for now it's just a neat idea without good application.
L O W 8 Nov, 2024 @ 9:20pm 
My honest advice, don't use this mod. Seems like a really good idea but it'll just end up ruining a new save you put time into, you can't take it out and load back in. The flaw, which the author admits, is the construction order quantity set by the player does not actually match up, rarely at all, to the amount you get. So let's say I set my order to 2000 construction, with the 10:1 ratio the author tells us we will have, we should have 200. WRONG. It fluctuates, every week resets or intra-week resets. One week I'll have 10 even if I have ordered 200 and my construction sectors are producing 2500 orders, the next week, or the next second, I'll have 500 and then drop down to 200 and then down to 10 and then to 300, there is no solid functionality. This will then crash your economy because nothing is being steadily built and all of your construction sectors will be going bankrupt because one second their product is worth absolutely nothing and the next second they're at max market price
fredericogames 16 Sep, 2024 @ 5:48am 
Hello! I really like this mod, it helps a lot for the early game of smaller countries since it allows you to build the basic industried faster (tools, wood etc)

However I do have a few problems

Many countries dont start with a construction sector so they themselves dont produce construction, having to import A LOT of construction even though most times you hardly can buy more than 10 from each country

Also for some reason when I try letting the government auto buy the construction the amount is never stable, you can ask for 70 construction and still only have 2 construction speed
Random Gold 13 Sep, 2024 @ 10:35pm 
is there a way to make this work with Industry Expanded IEX
B. Mirry 1 Sep, 2024 @ 10:46am 
Sometimes the requirements for capitalists or manor houses investing into projects reaches negatives, and nothing is built in private construction unless I actively build something. Is this a common bug? I can't find mods that are interfering with it
Raknarr 17 Aug, 2024 @ 4:24am 
1. I notice that my private construction cannot use more than i've bought in government part, but it takes a huuuge amount of clicks to get construction high enough for countries like China in the late game.

2. I can't remember, but how does your mod interact with the private construction limit of 1000 construction sites? And can you tell me where it is found in the game files if you interact with that limit (i've tried to find it in your mod to test China with 40k+ construction).

3. In general, i like the mod, but i have a hard time figuring out how the construction allocation is working, especially for large nations :)
MinosAsterion 13 Aug, 2024 @ 5:18pm 
Minting creates a huge issue with subjects as they end giving you too much money even when they are really small.
Indeoo 12 Aug, 2024 @ 1:47am 
Mod gives 10K mint per week to imitate 10 construction from the base game, probably it's better to prohibit to set less than 10 construction? I see that many non Great Power AI having 0 construction and thus zero growths
Gorbatte 9 Aug, 2024 @ 6:55am 
I'm wondering if it's normal that if you play as a major power like the USA,every other major powers decide to buy around 120 construction from you,and britain slaps a huge 2000 construction on you,to the point that you end up with 40 construction max on a good day,it's more expensive than the trade deal gives you,and you end up forced to build construction sector until you have more than what's bought from you in order to have any chance at having a private sector.
Maybe it's because I have Better Trade Routes tho.
TOGfan  [author] 6 Aug, 2024 @ 2:41pm 
@pf01 Thanks for the constructive criticism, I will try to improve the situation in the future.
pf01 6 Aug, 2024 @ 11:32am 
I've tried your mod with both smaller and larger nations, and I encountered significant issues. Smaller nations struggle to progress into the late game, especially compared to larger nations that have an easier time.

When playing as a larger nation, I found that the mod makes managing the construction sector overly complicated. Additionally, the AI's tendency to buy off your construction sector on the public market significantly slows down progress for some nations in the early game.

Due to these issues, I found the mod frustrating and poorly implemented. I would rate it 2/5, as it felt like a waste of time trying to make it work.
TOGfan  [author] 6 Aug, 2024 @ 9:19am 
@pf01 bro your every single steam review is negative, is everything ok?
TOGfan  [author] 6 Aug, 2024 @ 9:16am 
@Indeoo Nope, the investment pool spending does not depend on the construction price. Although, admittedly, it probably should.
pf01 6 Aug, 2024 @ 5:52am 
This mod is just not worth, makes the game more difficult and boring.
Indeoo 5 Aug, 2024 @ 10:54pm 
But the actual amount of investment in pounds depends on the price of construction?
TOGfan  [author] 5 Aug, 2024 @ 12:34pm 
The choice of the type of building is the same as in Vanilla, it doesn't depend on construction price (unless they are building construction sectors, then it affects profitablility)
Indeoo 5 Aug, 2024 @ 11:28am 
"So it targets specific spending, and if prices are higher it buys less construction to achieve the same spending." you mean it builds same building despite the price?
TOGfan  [author] 5 Aug, 2024 @ 11:03am 
@Indeoo If you're asking how the private spending is calculated, it's from the following formula:

investment_pool_gross_income * ((investment_pool - investment_pool_size_target) * 0.25 + 1)

where:
investment_pool_size_target = investment_pool_gross_income * 10

So it targets specific spending, and if prices are higher it buys less construction to achieve the same spending.
TOGfan  [author] 5 Aug, 2024 @ 10:51am 
@arenam Currently the construction sector in the mod produces a similar amount of construction to the one in Vanilla, and with the additional minting profit added in 1.7 version of the mod, small nations should be able to support at least on sector. Making the secors more granular would make it a pain for the very big nations, so I think the current size is a good compromise.
Indeoo 5 Aug, 2024 @ 4:37am 
How private construction works with this mod? How construction costs is counted?
arenam 3 Aug, 2024 @ 11:44pm 
@AwesomeCreatorOfThisMod, how about making making construction more granular?

Like with both reducing the price of construction and the output of construction sectors, so that low-level construction is more affordable to smaller countries?
TOGfan  [author] 1 Aug, 2024 @ 4:04pm 
After thinking a bit about the problem of small countries being too weak I came to a conclusion that it's not the lack of construction that is the problem, but the lack of money to buy it. So to fix it, every country now gets 10000£ from minting. I'm not completely satisfied with this solution, as this can be many times more than the country's tax income, but I prefer this to the free construction approach from vanilla, because this way at least the resources needed for construction are consumed.
TOGfan  [author] 27 Jul, 2024 @ 3:24am 
@Stoklomolvi thanks for reporting this issue, in the game files construction site directly replaces the vanilla construction sector, so by default all effects influencing vanilla construction sector influence the construction site from the mod. The construction site is a dummy building with 1 employee that converts construction services to construction points that appears when a building is constructed in a state, because that's the only way to consume goods within the games engine. It is not really meant to have any additional modifiers.
Stoklomolvi 26 Jul, 2024 @ 2:00pm 
Should the construction throughput/infrastructure bonuses from the Construction Power Bloc mandate affect the Construction *Site* or the Construction *Sector*? Right now, they both affect the Construction Site, but I couldn't really figure out whether the Construction Site actually consumed any infrastructure or if it really benefited from a throughput bonus.