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Deemedrol

Sergeant
60 Badges
Mar 16, 2015
92
11

Integrity​

I have verified my game files (on Steam)​

Yes

I have disabled all mods​

Yes

Required​

Summary​

Investors refuse to privatize buildings

Description​

I'm playing as New Granada. I've had iron mines with Laissez-Faire pretty much since the very beginning of the game. 15 years passed. The Investment Pool is over 10 million (an insane sum by my country's standards) and growing rapidly. The Iron Mines are the most productive building in my country, and the #1 productive iron mines on the entire planet. Despite that, for 15 years the AI refuses to privatize the iron mines. The financial districts are 3 times as rich as manor houses. They still think it's more important to build fishing wharves in Ecuador, despite fish being so cheap we can re-pave our streets with it every day. Manor houses are the same, they would never privatize profitable businesses but would rather build a yet another livestock ranch in the middle of Amazonian forest where 2k peasants live.

This isn't an issue of money, investment pool shortage, infrastructure, lack of labor or anything else (such as me overqueuing construction so the AI thinks there's not enough infrastructure). I've checked.

Steps to reproduce​

Described above.

Game Version​

1.8.6

OS​

Windows

Additional​

Bug Type​

AI (non-player characters)

Save Game​



Attachments​



Player Pain​

8

 
  • 1Like
Reactions:
Are the Iron Mines maxed in any/all states? There's a bug that maxed buildings cannot be privatized.
 
  • 1Like
Reactions:
A small update. I think I've found out why this is happening.

I've noticed that the AI would often be reluctant to privatize buildings even if those are ridiculously profitable. I think the reason is that the AI may be basing their profitability calcuations on base prices (or even local pricase) rather than actual prices the building is paying.

So in an economy where all the prices are high, the pops will not want to privatize as to them it looks unprofitable and unsustainable. In my example the iron mines were so profitable because the iron prices were +60% or higher, the tools and coal were also very expensive, but not enough to make the iron mines unprofitable. Essentially it's a situation where the iron prices are so sky-high that almost nothing could make the iron mines unprofitable. In all such scenarios (the input goods are expensive on the market and not enough is produced locally), the AI will NOT want to privatzie the building even if it's #1 in the world.

Once I understood that AI logic and started building my states with it in mind, not only the AI privatizes everything, but my economy became way more efficient as well.:)

I still think it's a bug and the AI should base their decisions based on actual profitability of a building. It's perfectly sensible to make an investment into something ridiculously profitable even if you think it won't last too long.
 
  • 1
Reactions:
Hello!

Please attach a repro save. That way AI design can hook into the game and debug the AI decision making while it is ticking.
 
Hello!

Please attach a repro save. That way AI design can hook into the game and debug the AI decision making while it is ticking.
Unfortunately it's no longer possible as I've grown frustrated with that playthrough and deleted all the saves.
The only hint I can give you right now is that I've noticed the AI is much more likely to privatize buildings that have local production of their inputs (in case of iron mines the local inputs would be tools and coal).

Most of issues I've had with privatization and the AI construction queue were with smaller nations with small economies. In such cases the AI is absolutely frustrating to deal with as instead of expanding very profitable buildings (which promise to be even more profitable if expanded) the AI will instead choose to build a second banana plantation in the middle of Amazonian forest.
 
I would bet a considerable amount that said Iron Mines are maxed out (cant build more in that state or states)
This doesnt need info, the issue is clear as day:
Point number 1 on this thread:

This is the 934534543534th bug report on this matter, is this enough for a fix now? Has been broken since 1.8 came out.