Allow settlement growth and building at the same time. Folder location

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Testmann

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Hi guys!

I stumbled upon an interesting little problem while playing around nations with some spare settlers in their pocket.
They kept on promoting settlement growth in their best provinces and therefore could not build any buildings there.

I thought about how to deal with this the easiest way, and it would seem that it's just about allowing a country to build a building while promoting settlement growth.

Now the only thing that I need is the folder location that tells me when a province can build a building.

I couldn't find it so far, and I would really appreciate if you could help me out, so I can mod it myself.

Thanks guys, and Merry Christmas!
 
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Hi guys!

I stumbled upon an interesting little problem while playing around nations with some spare settlers in their pocket.
They kept on promoting settlement growth in their best provinces and therefore could not build any buildings there.

I thought about how to deal with this the easiest way, and it would seem that it's just about allowing a country to build a building while promoting settlement growth.

Now the only thing that I need is the folder location that tells me when a province can build a building.

I couldn't find it so far, and I would really appreciate if you could help me out, so I can mod it myself.

Thanks guys, and Merry Christmas!
If you hit disable settlement growth on colonial nations they won't make further promote settlement growth in established provinces, but this doesn't work if they'd already started doing it iirc
 

Testmann

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If you hit disable settlement growth on colonial nations they won't make further promote settlement growth in established provinces, but this doesn't work if they'd already started doing it iirc
It's not about my own subjects, it's about all countries in general with settlers around. The AI can't deal with it, and won't build anything in their best provinces because theres a settler sitting on it.

Also when I promote settlement growth myself, I can't build anything either, and it's really annoying and an unnecessary extra step to remove the settler every time instead of just working it easy with the macro builder. Provinces with an active settler do not appear in the macro builder either, so it's easy to miss out on some good opportunities there aswell.

The easiest solution would be to allow building while promoting settlement growth and I'm directly looking for a folder location to mod this myself.
 
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Yep, makes no sense and causes trouble. I really don't see how that makes gameplay any more challenging, a player can just take the colonist away, construct, and put them right back in. And roleplay/historically-wise it should speed up building, or give a discount for it or something, after all that's what development is. It really is a very rough-edged mechanic.
 
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You usually are allowed to take only one action of a kind on a certain provinces. For example, you can't both core and convert a province simultaneously. It seems the devs think that improving its development with a colonist, while building something, would be an overly convenient combination for the province.
 
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You usually are allowed to take only one action of a kind on a certain provinces. For example, you can't both core and convert a province simultaneously. It seems the devs think that improving its development with a colonist, while building something, would be an overly convenient combination for the province.
Yeah, but coring and coverting does make sense, as it should take significant time to integrate recently conquered land. This "colonist in core provinces" mechanic seems to be just a useless pain for the sake of creating rules for the game. I mean, I just completely ignore the mechanic in my games, but it feels like a bug when I bump into it with my CNs.
 
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Yeah, but coring and coverting does make sense, as it should take significant time to integrate recently conquered land. This "colonist in core provinces" mechanic seems to be just a useless pain for the sake of creating rules for the game. I mean, I just completely ignore the mechanic in my games, but it feels like a bug when I bump into it with my CNs.
It's not so much a bug for colonial nations but a wrong list of priorities. Colonial nations won't often conquer by themselves so promote settlement growth is the one of the few forms of dev increase they have.
 

henriqueb1

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It's not so much a bug for colonial nations but a wrong list of priorities. Colonial nations won't often conquer by themselves so promote settlement growth is the one of the few forms of dev increase they have.
I've even seen CN's in large colonial regions prioritize it over expanding into unoccupied land in their region, which is revolting. Granted, it's uncommon and I hope not WAD, but I've seen it happen a few times.

But EU4's AI aside (thank god it isn't as dumb as CK2's AI), the mechanic by itself still could use quite a bit of polishing. I feel it should be stronger if it were to disallow building, but I would much prefer to have it as weak as it is and allow building.
 

wingren013

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The game handles colonists, coring, buildings, conversions, etc... as constructions. Which a province can only have one of at a time. There is no way to change it.

Fortunately (well unfortunately for the AI), settler development is not only useless, it is actively detrimental. You see, it costs 2 ducats per month, but even with extreme luck, it will never increase your income by even a single ducat a month. You can see the obvious issue here. You're paying for a small chance of a small increase to your income, but the cost to do that is so much that it will almost never pay off. It's a useless feature that you should avoid using* and, as bonus points, it breaks the AI.

*there is one case where it is useful. If you have a mission that requires you to develop a province, it lets your trade money for manpower via devving it with money instead of monarch power.
 
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The game handles colonists, coring, buildings, conversions, etc... as constructions. Which a province can only have one of at a time. There is no way to change it.

Fortunately (well unfortunately for the AI), settler development is not only useless, it is actively detrimental. You see, it costs 2 ducats per month, but even with extreme luck, it will never increase your income by even a single ducat a month. You can see the obvious issue here. You're paying for a small chance of a small increase to your income, but the cost to do that is so much that it will almost never pay off. It's a useless feature that you should avoid using* and, as bonus points, it breaks the AI.

*there is one case where it is useful. If you have a mission that requires you to develop a province, it lets your trade money for manpower via devving it with money instead of monarch power.
What's the cost of advisor to generate mana for dev vs promote settlement growth?
 

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What's the cost of advisor to generate mana for dev vs promote settlement growth?
It depends. Because advisor cost gets modified by ideas. And by the increase over time. Also the cost to dev a province can be different.

Also, dev clicks give institution progress. Which can matter a lot sometimes.

All in all, I would guess that the advisor for mana to dev is more efficient.
 

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It depends. Because advisor cost gets modified by ideas. And by the increase over time. Also the cost to dev a province can be different.

Also, dev clicks give institution progress. Which can matter a lot sometimes.

All in all, I would guess that the advisor for mana to dev is more efficient.
It would depend on modifiers but that's what the comparison table would include
 

Testmann

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The game handles colonists, coring, buildings, conversions, etc... as constructions. Which a province can only have one of at a time. There is no way to change it.

Fortunately (well unfortunately for the AI), settler development is not only useless, it is actively detrimental. You see, it costs 2 ducats per month, but even with extreme luck, it will never increase your income by even a single ducat a month. You can see the obvious issue here. You're paying for a small chance of a small increase to your income, but the cost to do that is so much that it will almost never pay off. It's a useless feature that you should avoid using* and, as bonus points, it breaks the AI.

*there is one case where it is useful. If you have a mission that requires you to develop a province, it lets your trade money for manpower via devving it with money instead of monarch power.

If it's pretty much useless, is there a way to deactivate "promoting settlement growth"?
In the game files in a folder where I could remove it by deleting some lines.
I've seen it being mentioned in the defines.lua, but it was just some multipliers, not the main "junk of code". :p
Because in my specific scenario it severely weakens my enemies, and I'd like them to behave as competent as possible. (Anbennar mod neighbouring Adventure kingdoms and Dwarves). Would really make my campaign more challenging.

Thanks for all your replies, hope this thread helps other people too!
Cheers!
 
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Hi guys!

I stumbled upon an interesting little problem while playing around nations with some spare settlers in their pocket.
They kept on promoting settlement growth in their best provinces and therefore could not build any buildings there.

I thought about how to deal with this the easiest way, and it would seem that it's just about allowing a country to build a building while promoting settlement growth.

Now the only thing that I need is the folder location that tells me when a province can build a building.

I couldn't find it so far, and I would really appreciate if you could help me out, so I can mod it myself.

Thanks guys, and Merry Christmas!
You could use decisions or events to instantly build buildings. Though it would require a lot of work to get the ai_chance right.

If you get really deep into calculations (like mad-science deep), you'll find that promoting settlement growth is far more profitable than either building buildings or colonizing. If I get the chance I'll attach my Excel spreadsheets in the subject.
 
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You could use decisions or events to instantly build buildings. Though it would require a lot of work to get the ai_chance right.

If you get really deep into calculations (like mad-science deep), you'll find that promoting settlement growth is far more profitable than either building buildings or colonizing. If I get the chance I'll attach my Excel spreadsheets in the subject.
Thanks for doing the maths yourself
 

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The game handles colonists, coring, buildings, conversions, etc... as constructions. Which a province can only have one of at a time. There is no way to change it.

Fortunately (well unfortunately for the AI), settler development is not only useless, it is actively detrimental. You see, it costs 2 ducats per month, but even with extreme luck, it will never increase your income by even a single ducat a month. You can see the obvious issue here. You're paying for a small chance of a small increase to your income, but the cost to do that is so much that it will almost never pay off. It's a useless feature that you should avoid using* and, as bonus points, it breaks the AI.

*there is one case where it is useful. If you have a mission that requires you to develop a province, it lets your trade money for manpower via devving it with money instead of monarch power.


You could use decisions or events to instantly build buildings. Though it would require a lot of work to get the ai_chance right.

If you get really deep into calculations (like mad-science deep), you'll find that promoting settlement growth is far more profitable than either building buildings or colonizing. If I get the chance I'll attach my Excel spreadsheets in the subject.


Ok. I love when I see such a consensus...

I'll give my 2 cents. In high dev provinces buildings are more profitable than settlers for sure. In low dev provinces in farmlands wit trade centers the settlers are useful if you are not colonizing anymore. But I will wait for the excell file mentioned above to take a look before I think on the most cases between the 2 extremes cases I wrote.
 

wingren013

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If you get really deep into calculations (like mad-science deep), you'll find that promoting settlement growth is far more profitable than either building buildings or colonizing. If I get the chance I'll attach my Excel spreadsheets in the subject.
I'm very curious how that works out considering that the percent chance for a dev increase falls off so hard.
 

Jordedude1234

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As much as I agree that promoting settlement growth actually is quite useful when you use it in the right situation (a bunch of 3 dev flatlands), the AI has absolutely no idea how to use settlement growth and actively gimps themselves just to have the colonist doing something at all times. It's another now longstanding part of the AI debt spiral issue, as if the AI has a colonist, they always have that 2 ducat a month expense, whether they can afford it or not.