Victoria 3

Victoria 3

46 ratings
Private Sector Construction
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.764 MB
3 Feb @ 6:58pm
17 Jun @ 1:58pm
18 Change Notes ( view )

Subscribe to download
Private Sector Construction

Description
This mod reworks construction to allow for private ownership and building of construction sectors, while also removing the need to figure out how much construction you can afford. Now simply set the spending number and let the private sector build your construction sectors!

Are you enjoying Private Sector Construction? Then consider upvoting it. Thank you!


About
This mod is compatible with 1.9.*
Can now be installed mid game.
Affects everyone including the AI.

Description
Construction goods are added as local goods, and consumed locally to contribute to the construction balance nation-wide. There is one construction good for each tier of construction.

Government construction spending is now set as a percentage, with the spending limit being a multiple of the total income of the country. The multiple is calculated by 2 minus Private Construction Allocation from Economic System, e.g. Interventionism can spend 150% of total income. The private sector gets a certain amount of construction depending on reinvestment and how much they are spending on privatisation.

Construction is consumed by the Construction Regulator, which is automatically set to the same level as the construction sector in the state. This employs 100 bureaucrats per level.

The construction sector no longer employs bureaucrats, in exchange for increased labourers, engineers and a small amount of machinists at some levels. Overall, the employment costs should go down, since bureaucrats are paid more than these other jobs.

Removes the construction sector max level, and replaces State Construction Efficiency per level with a state-wide value calculated using the square root of the level. In practice, this means that until the vanilla construction sector max level, you will have above vanilla state construction efficiency, but over that you will get diminishing returns. This encourages putting a few levels of construction sectors down in important industrial states, while still allowing unlimited sectors in a state if required.

Compatibility
Incompatible with any mods that modify the construction sector building or construction panel. Otherwise, should be compatible with almost anything.

Confirmed to be compatible with the following:
Credits
  • Code for deciding how much spending the AI will do modified from Kuromi's AI
  • Code for supporting more than three local goods by Bahmut
  • Russian localisation by Illia Yalovoi
Links
GitHub repository[github.com]
53 Comments
Paranoidsr 1 hour ago 
@Dingbat32 I've come to report the same issue. Opened new save as China. Otherwise compatible, but the arrows are missing. No other mods. (Also maybe for the future, may you add the button effect into decisions? In case of anything breaking the UI modification at any point in the future too.)
Dingbat32  [author] 13 hours ago 
@DeLorean Did you do anything specific like play a releasable nation or load an old save that was made without the mod? There may be a bug I overlooked.
DeLorean 16 hours ago 
I don't have that option of selecting the percentage... Please advise what's happening?
saintjimmy781 21 hours ago 
Cool mod. The one thing I would say is its probably not necessary to have each tier be a different good. Consolidating would help with performance and tidiness
Dingbat32  [author] 22 hours ago 
Compatible with 1.9
Dingbat32  [author] 15 Jun @ 10:27pm 
Also, I should say this is because I'm trying to keep things as close to vanilla as possible. I could tweak the amount of construction given by each sector to keep them profitable with a certain price, but that would lead to needing a different amount of sectors than in vanilla, which is not in the scope of the mod.
Dingbat32  [author] 12 Jun @ 4:32pm 
@Mad Baron Different levels of construction are much more productive to others. The game works best when prices are near to base, as that's when the least goods are deleted or created out of nowhere. Having one set price lead to wooden construction being stuck at +50% price to be profitable, while steel construction was still profitable at -30% prices.
Mad Baron 11 Jun @ 10:27pm 
What was the reason to have different kinds of construction goods for the different PMs?
Dingbat32  [author] 3 Jun @ 1:11am 
@TOGfan Oh hey, I saw your mod and checked it out before I started this. I did take a look over your code but couldn't really understand it, unfortunately. I think both mods are quite different enough though.
Dingbat32  [author] 1 Jun @ 6:11pm 
@ArhurMeuFilhoAutista Are you using any other mods that affect construction? The private pool should always spend, unless it doesn't have enough for a single building.