Victoria 3

Victoria 3

224 betyg
Controllable Private Construction
6
3
2
2
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Filstorlek
Lades upp
Uppdaterades
503.826 KB
30 jun, 2024 @ 5:55
19 jun @ 14:58
17 ändringsnotiser ( visa )

Abonnera för att ladda ner
Controllable Private Construction

I 2 samlingar av zzzwww
zw's Vic3 Mods
17 artiklar
zw's Automated Vic3
7 artiklar
Beskrivning
This mod can be installed mid-game.
All features can be enabled/disabled anytime and only affect players.
If you encountered any problems, the FAQs below might help you.

Updates
19.06.2025
  • Updated for 1.9.
  • More compact button layout.
  • Removed customizing building types of private constructions due to the introduction of state monopoly. If you want to keep this feature, please subscribe this Addon.

Intervene Domestic Private Investment
  1. Private constructions are only allowed to expand existing buildings. This can be enabled separately for manufacture, agriculture, resource and infrastructure buildings.
  2. Private constructions are only allowed to expand existing profitable buildings (image 3).
  3. Private constructions are only allowed in incorporated states.
  4. Customize the building types that can be built by private constructions.
    This feature is removed due to the introduction of state monopoly in 1.9.
    If you want to keep it, please subscribe this Addon.
  5. Disable private constructions in a state by using a new decree.

Intervene Foreign Private Investment
  • Disable private investment in foreign countries. It can be enabled separately for manufacture, agriculture, resource and infrastructure buildings.

Intervene Investment From Foreign Countries
  • Investment (both government and private) from foreign countries are only allowed to expand existing buildings. It can be enabled separately for industry and agriculture. Note that for game balance, this will cost 5% to 10% of player's bureaucracy and resource buildings won't be restricted.

Better Auto-Expand
  • Better conditions based on PMs, profit, price of output goods, etc (image 5 and 6).
  • Auto-expand is only allowed in incorporated states. This can be enabled/disabled anytime.

How To Use
  1. Subscribe the mod.
  2. Use the decision "Private Constructions Management".
  3. A journal entry to toggle the features will appear after the decision was taken.
  4. Before uninstalling the mod mid-game, please switch all options back to default.

Localization
  • English, Chinese, German.
    Other languages use English text.

Compatibility
  • Mods that modify vanilla building scripts (...\common\buildings) are likely incompatible.
  • Mods that only edit PMs are compatible but mods such as some building expansions that add/remove PM groups are incompatible.
  • Mods that add new buildings are compatible but this mod has no effect on them.
  • Compatch with other mods
    Make My Railway Profitable Again! -> Compatch Link

FAQs
  1. Features are toggled but have no effects or paper mills' employee number becomes 0.
    This is usually caused by incompatible mods, e.g., building expansions, try disabling them.

  2. Private investment stops working after too many features are toggled.
    The base game has their own logic to decide what to build, so if almost all options were disabled, private constructions might stop working, because there are no options left. If this happened, try enabling some options for private constructions. If this didn't work, read FAQ 4 below.

  3. Private investment is still not working after the disabled options were switched back.
    If this happened, try some actions to force the game to reset its variables, e.g., S/L and waiting for a few in-game months (sometimes years). Technically it's not a bug but a base game problem and some vanilla cases might also trigger it even without this mod.
    My guess is, the game handles private constructions roughly like this:
    -> 1. Iterate through and mark all potential options.
    -> 2. Set variables for the buildings and states from the above options.
    -> 3. Update the variables to decide what to build.
    -> 4. Repeat step 2 to 3 until a reset of step 1 is needed.
    If all options were disabled before step 1, e.g., at the beginning of a game, there is no more step 2 and 3. Since the reset of step 1 is often triggered by investment actions during step 2 and 3 or passing a long in-game time, it will also be triggered less often.

  4. Is it possible to directly control private constructions?
    Short answer: yes but it is not the goal of this mod.
    Long answer: because of the new ownership system, this can only be done by strongly changing how AI builds and seizing money from investment pool constantly (at least for now). Simply disabling all private constructions only makes all economic systems similar to or a worse command economic. This mod only changes which options AI has but doesn't touch how AI chooses these options, and I would like to keep it like this.

  5. Does this mod support multiplayer?
    It hasn't been tested in multiplayer but should still work when there are more players.

All My Vic3 Mods
Up-to-date mod collection: zw's Vic3 Mods
318 kommentarer
Lazarus 1 timme sedan 
@CausaMortis - Yes it does however it breaks a few PMs from Morgenrote. So it will work but some of the buildings will loose their PMs, like the Art Academy.
希声 18 timmar sedan 
请教一下,即使在开启了高利润的情况下依旧在疯狂扩张建筑,即使新扩张的建筑并不满足利润条件,请问这是正常的吗?还是说公司会影响这些?谢谢您
CausaMortis 7 jul @ 16:08 
Runs with Morgenrote?
Sempai 7 jul @ 7:16 
Cuz i never play long enough to have it enabled to enact.
Space Jazz 6 jul @ 22:51 
This defeats the purpose of an econ simulator tho? not hating against anyone that wants it, I like command economy more too, but like, just enact that law? lol
Anscylla 6 jul @ 6:00 
+1
Aspectis 5 jul @ 18:36 
hey, fantastic mod! Is there any plans for a compatch with tech and res? i know it would be a feat considering the amount of buildings it adds.
Vincent Wang 5 jul @ 16:45 
和Tech Res不兼容,会让很多新商品的生产方式消失
Riukus 3 jul @ 14:15 
Oil and coal needed for a lot more stuff. Especially later in the game. I don't want to overproduce rubber just because world market have shortage of it. My own nation in that run had plenty of it even without moded buildings. I build them just for local prices tbh. Also you are right, they will build hundreds other factories, but all of them, except moded ones, I can control with your mod and addon. So the weak point is only buildings from your other mod, surprisingly.
zzzwww  [skapare] 3 jul @ 13:21 
@Riukus These two factories have a little higher theoretical productivity and lower profitability than their original buildings and they do have soft cap: they highly rely on oil and coal production, which are strictly capped. Also it's a problem of how AI calculate construction queue, which the mod doesn't touch at all. Depending on the construction output, even they don't add hundreds of them to the queue, they will just add hundreds of something else that probably take the same time to finish, unless there are barely any profitable buildings or labor.