[1.13]Building Preference Rebalance
This mod extensively overhauls the AI building preference weights. It is designed to fix long-standing issues in Victoria 3, such as AI and private construction spamming plantations (which destroys arable land), overbuilding railways (causing massive fiscal waste), and failing to develop raw materials like rubber and oil, which disrupts global supply chains.
This is an integrated mod, published after over 500 hours of testing and fine-tuning. It incorporates my previously released mods—Lower Railway Spam, NO SPAM PLANTATION, and Uncapped Construction Sector—along with numerous additional tweaks. Therefore, please unsubscribe from or disable those individual mods when using this one.
## This mod may be incompatible with certain other mods. To ensure its features work properly, please place this mod at the very top of your playset load order. This will give it the highest priority and force its changes to override other mods. ##
1. AI Building Preference Adjustments
Essential Goods:
The AI will now focus heavily on industries that produce essential construction materials, such as Iron, Wood, and Tools. Wood, in particular, now shares the same priority weight as the Construction Sector and Trade Centers.
Strategic Resources:
Massive weight bonuses have been added to all strategic resources, including Coal, Oil, Rubber, and Gold Mines.
Government Expenses:
Increased weights for buildings that heavily impact the state budget, such as Paper Mills and Munitions Plants.
Construction Sector:
Added a massive weight bonus, prompting the AI to expand its construction capacity whenever fiscal headroom allows.
Trade Centers:
Significantly increased weight to foster much more active and dynamic global trade.
1-2. Arable Land Protection & Railway Spam Prevention
Plantations:
The AI will now extremely avoid building plantations, only investing in them when facing severe, near-shortage deficits.
Agriculture:
Tweaked the AI to build slightly fewer Farms and Livestock Ranches, ensuring they invest just enough to prevent both massive gluts and severe shortages.
Railways:
The AI will now scale its railway investment based on infrastructure needs; the closer a state’s infrastructure is to 0, the higher the priority to build. The AI will never blindly spam railways up to +999 infrastructure like before.
(Note: The two features above have been thoroughly verified through player feedback from my previously standalone mods.)
2. Foreign Investment Preference Overhaul
Investment Focus:
Foreign investment weights have been recalibrated to focus on Light Industry, Mining, Resource Industries, and Trade Centers.
Heavy Industry:
The AI will now be much less inclined to invest in foreign Heavy Industry in order to protect its domestic market.
3. Power Bloc Statues Integration
Restricted Placement:
Power Bloc Statues can now only be constructed in the capital state. Modifiers have been rebalanced accordingly.
4. Land Reform & Education Law Tweaks
Land Reform:
The AI will now actively try to pass Tenant Farmers, provided the political enactment enactment backlash isn’t too severe. It won’t push for it blindly.
No Regression:
Once the AI passes a law better than Serfdom, it will never regress back to Serfdom.
Education Priority:
After securing Tenant Farmers, the AI will prioritize passing Education Laws. Once enacted, it will never revert to lower-tier education laws.
Anti-Isolationism:
The AI will never willingly adopt Isolationism.
This mod has been rigorously verified through more than 500 hours of playtesting. While economic and demographic powerhouses will grow at an explosive pace, the mod is optimized so it won’t drastically impact game performance or cause late-game lag.
If you encounter any bugs or have suggestions for improvement, feel free to leave feedback anytime. Thank you!
Revisions:
Old revisions of this mod are available below. Click the link to download.
