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Finding a way to make the construction industry private is an aspiration we have, actually! Like many of you have pointed out, it does sound really cool and more realistic.

As it turns out though, after quite a bit of experimentation, this is harder than you might expect at first blush. For example, would you really want a gameplay dynamic where the fewer buildings you construct at once, the cheaper it is to construct those buildings, making it optimal (but very inconvenient) to only construct one thing at a time? What about if you do build a large number of buildings at once, creating a need for a large number of construction workers, who then get fired as soon as the construction completes because there's no projects left to work on? If construction industry is all very local in nature, how do you build ports to connect your overseas markets when local access to construction materials is non-existent? Do you have to set (and potentially constantly adjust) a construction budget that determines how much resources the construction industry has to operate with?

All these quite tricky questions, each of which add a number of gameplay concerns that need solutions, fade away when you treat Construction not as a variable-cost good bought and sold on the open market but as a capacity, with the player's job being to appropriately size that capacity while minimizing its cost. While I'd love to continue experimenting with Construction Sectors in the future to see if we can find a model where they can operate privately without damaging gameplay, I find it provides just the right level of player decision-making at the moment, while still being quite a bit more involved and interconnected with our socioeconomic simulation than construction usually is in strategy games.
 
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Good evening,great dd and a very innovative and interesting mechanic,as always with Victoria 3 so far.However,i have a few questions:
Can the maximum progress of a construction be modded by either modifers,in defines,or both?
Can the construction capacity be modded as a state,country,building or production methods modifiers?
Thanks for any replies about this.
All these parameters and more can be modded, yes!
 
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The investment pool can be used to cover the costs of all allowed constructions, so how much you can draw from it each week depends on where your construction allocation is going, ie whether you are currently building things that can be funded by it.
 
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On the topic of always paying wages, we used to have the construction sector fire its employees when not building things but this created a variety of weird gameplay flows and honestly just didn’t feel very good. I would for sure like to revisit this in the future and tie the construction sector even more into the market, perhaps with a housing mechanic as well.
 
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It would be nice if there were at least some benefit to unused capacity. Also perhaps put an alert if the queue is empty.
You get an alert for unused capacity. I will think about whether we can add some benefit for unused capacity, I agree it would be good!
 
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