Conservative AI Growth Engine
# This mod has been tested standalone without any other additional mods active. #
# Upon subscribing to this mod, please unsubscribe from the following:
Smart AI Construction,
Building Preference Rebalance,
Shipping&Shipyard buff,
buff automation,
Half Laborer Railway.
If there are parts of the mod you don’t like, you can open the mod folder and delete them manually, or look for individual modules in the collection to subscribe to them separately.
Buff Automation Mod: Delete files starting with ba_
Shipping & Shipyard Buff Mod: Delete the cb_industry file and the ship_types folder
Railway Buff: Delete files starting with hlr_
Law Weights Buff: Delete the laws folder
#
This is an AI improvement mod that integrates only the core components related to AI development and economic management from the various mods I have created so far.
Since the 1.13 update, AI nations have struggled with increased expenditures, failing to achieve proper economic growth. To solve this, I have consistently uploaded mods to help the AI grow, even if just a little more.
This mod is the definitive, final version that concludes all my previous modding efforts, and it guarantees that the AI will grow stably and efficiently.
The core philosophy of this mod can be summarized into three pillars: Austere & Conservative Fiscal Management, Efficiency Maximization, and Industrialization.
🛠️ Changelog & Features
1. Adjustment of AI Construction Preferences
The AI will now heavily prioritize developing raw materials, mineral resources, construction goods, and government goods. Investments in agriculture and plantations will be strictly limited to a minimum, based on situational needs (varying by national strategic AI archetypes).
Adjusted the AI’s foreign investment probability weights for each specific building group.
2. Rebalancing of AI Defines
The AI will become much more stringent with tax management, dynamically increasing taxes up to level 5 when necessary.
Significantly higher investment weights have been assigned to raw materials, resources, and military goods. High-profitability sectors will see increased investment, while low-profitability buildings will face a sharp reduction in investment probability.
Corporations will no longer spam excessive buildings into a single state simply due to corporate logic (preventing infrastructure/railway spam). They will now follow the standard base utility calculations.
The AI will immediately halt construction if its debt ratio crosses a conservative threshold, and it may execute short-term demilitarization to balance the budget.
Mitigated the vanilla issue where Manors, Financial Districts, and Corporate Headquarters excessively stack only in the capital state (promotes localized capital distribution).
The AI’s base probability to review and change Production Methods (PM) has been doubled.
Various other micro-economic optimizations have been implemented.
3. Great Qing Rebalance
Adjusted the Great Qing AI to build 50% fewer construction sectors compared to vanilla, preventing its economy from collapsing under its own weight early on.
4. Foreign Investment Tweaks
Relaxed the GDP-related prerequisites and conditions required to obtain and utilize foreign investment rights.
5. Political & Legal AI Logic
Added distinct AI weight multipliers for enacting key laws, including Child Labor Laws, Taxation Laws, Land Reform, and Education System Laws.
6. Railway System Overhaul
Drastically improved the profitability of railways, successfully incentivizing the AI to reduce excessive and redundant railway over-investments.
7. Shipping & Infrastructure Buffs
Improved the supply capacity of convoys by 6x.
Increased the troop transport capacity of wooden ships (+1.0).
Substantially enhanced the financial balance and profitability of Shipyards.
8. Buff Automation
Resource consumption for all automation Production Methods (PM) has been reduced by approximately 10% to 40%.
Each individual automation PM now additionally increases output by 2 to 10 per level.
⚠️ Compatibility Notice
This mod may be incompatible with certain major overhaul mods. Since it was built specifically to deliver meaningful, high-impact improvements to the vanilla AI game loop,
it is highly recommended for players who want to focus on a deep, competitive macro-management experience.
🫠
Railways were the true crown jewel of the Victorian era. The railway boom of that period was a speculative frenzy that easily surpassed today’s semiconductor cycles and the Dot-com bubble of the early 21st century. However, in Victoria 3, railways have instead manifested as a necessary evil, inflicting endless suffering on both the AI and players through forced, limitless spam.
To remedy this, this mod drastically improves the profitability of railways. While major powers will initially obsess over railway expansion—perfectly mirroring historical realism—they will naturally pivot to other industries once railway profitability stabilizes and tapers off. This approach not only respects historical accuracy but also significantly alleviates the economic burden on the AI without compromising core gameplay loops.
