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I set my spending level t 5% and get -40,9k (number to the right of the % value) which seems to be my actual weekly cost.
But 5% should be just short over 8k per week.
Anyone can tell me what up here?
I am using Exeter and the Exeter patch too, if that matters.
Depending on wheter you are construction limited (before you run out of peasents/unemployed) or Labor limited the best building to build generally is the one that gives you the highest net value per construction point (efficiency per week construction) or the highest net per 100 worker.
Price Flexibilty determines how big the range of input/output goods prices is the building can operate, while net determines the net value generated.
Continuing my last comment:
So making the construction sector PMs more profitable/(inscreasing their price flexibility) would reduce the demand needed to get it profitbale and therefore to get the AI to build it.
I'm not sure you can do that without breaking the balance of construction and making construction generally more/less expensive.
Also have you tried if it helps to just increse the ai_value for construction sectors a whole bunch?
continueing my last commen:
This means if your input goods are expensive (or will be expensive if you add the buy orders from the potential construction sector) you need way more then 50 demand to get it to build,
Like at 50 demand of iron fram construction, building 1 sector would instantly dump the price from +75% to +0% and becouse the construction secotsr aren't very profitable at +0% price they won't build at 50 Demand, they will only build it when the price after adding the full 50 sell orders from the sector is still high enough to be profitable.
Depending on input good prices and how wages you need anywhere between 50 and 100 sell orders (more if you already have supply since you need the high prices)
Like for Iron Frame the Price Flexibility is 104% this means if the price of inputs is 4% higher then base (and the output stays the same) it will loose money.
Note that this dosn't account for needing to pay wages so the input/output range where construction sectors are actually proftiable is even narrower.
Then you need to consider that the AI will only really likes buildings things that are predicted to be more profitable then anything else it could build.
[ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3531655813 ](Link to the patch). Feel free to either link the patch or make your own.
With private construction sectors it would aslo make sense to have a construction sector company or maybe add construction sectors to one or more existing companys (maybe the construction 3 company).
I interpred the lack of response to my last comment that you won't make a compatch so I might look into making one myself.
Would u include a line in description?
Here is my Chinese localization.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880069248
For the second point, a cheaper construction good will lead to it being cheaper for the government regulator to purchase construction. The scaling is only based on your budget, so the same budget will go further if there is a higher supply of construction. This is especially obvious if you have a construction shortage and then build a lot of sectors, where you will see that spending is still the same but you can have 2 times the construction points.
Nice mod, thank you for your work.
Two requests that would make this significantly cooler.
1) (a minor one) right now the government construction allocation is set in terms of overall construction share. It would make more sense if we had at switchable option to have it
1a) the way it is now (construction share, close to vanilla, but variable instead of depending on economic laws)
1b) in terms of governments income share (I want 20% of my weekly income to be spent on construction)
1c) in terms of a specific hard sum (I want 300k weekly to be spent on construction)
2) (a major one) right now the construction is a capacity that is autoscaled with regulators, which are autoscaled with (possibly private) construction goods availability. It'd be really great if we could make construction itself a good, so that when this good is in abundance (much more supply than demand), the construction would become cheaper
I got a event that needed my action and that forced a UI update and that fixed the greyed out buttons.
And adding a journal entry as a backup is a really good idea.
Not as fancy but alot harder for the game to F up.
Other wise, love the mod.
The private construction sector stuff is really annoying when the AI has and is spamming the sectors and just taking up massive amount's of workers.