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always1998

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Nov 13, 2021
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Integrity​

I have verified my game files (on Steam)​

Yes

I have disabled all mods​

No

Required​

Summary​

Regarding the AI Nation Bankruptcy Error due to Subsidies

Description​

Hello,

First, I regret that I cannot upload a save file, as this issue was discovered during a game that uses mods.
However, the mod I used only adds new player-exclusive companies created by mixing vanilla ones, so it is unlikely to have affected the AI's behavior.

Without a save file, and unlike a typical bug report, I am writing this more like a thought experiment—much like the Schrödinger's cat experiment.
I am concerned that this might violate the post format and be deleted,
but even if it is, I am writing this in the hopes that the game developers will read it just once.

This problem arises from Victoria 3's unique game system, where building actions must be set on a per-State basis.
For example, it's impossible to build 20 Construction Sectors in the STATE SEOUL and then change the Production Method (PM) for only some of them.
This is why, when transitioning from wood-based to iron-based production methods, concentrating all construction in one place causes a significant economic shock during the switch.

First, to explain the problem,
let's assume the following STATE situation.

Current Infrastructure: 100 from the base STATE, 200 from railways and ports.
Infrastructure Usage: 190

In this case, the AI will provide a Subsidy to the railways and ports to maintain the Infrastructure and prevent a deficit.

Case 1)
What would happen if the player, after gaining investment rights, uses their immense construction capacity to build over 200 railways in this region?
Since it's impossible to subsidize only some buildings or just enough for a certain amount of Infrastructure, and the Subsidy must be applied to all railways,
the AI will start running a deficit by paying a massive Subsidy on all the excess railways.

In such cases, the AI needs the following response scenarios:
1. 1) Nationalize the excess railways to make them demolishable, and then demolish them.
1. 2) If it determines that step 1) is too costly, declare a war on the player with a 'Nationalize' wargoal, and then demolish them.

2. 1) Stop providing the Subsidy if it determines the deficit is too severe.
2. 2) When employment drops to a level where Infrastructure problems begin, resume the Subsidy.
2. 3) Repeat the cycle from 2.1).

3. Provide the Subsidy only as long as it has gold reserves, then cancel it.

I would like to ask if the AI is currently capable of responding with these kinds of scenarios.

Case 2)
While the above was an imaginary thought experiment, this is a situation I have personally experienced.

I liberated Shandong and made it my Puppet.
I own a railway-related company, and this company begins investing in railways in Shandong.
This is because Shandong has a population of about 20M, creating a very high demand for railways.
My company boldly invests in over 90 railways.

However, as technology progresses and Cars and Telephones appear, the demand for railways suddenly craters, and maintaining all those railways now requires an enormous Subsidy, even though only about 20 were actually needed to meet the infrastructure demand.

Choosing not to maintain them is not an option, as the Infrastructure penalty would be too severe.

However, Shandong can do nothing.
It cannot nationalize the buildings because they belong to its overlord's company, nor can it declare a war for a 'Nationalize' wargoal.

My company, likewise, can do nothing. It cannot demolish the buildings even if they are running at a loss, as shown in the picture.
This is because the Subsidy from the Puppet keeps employment steady, so the under-employment condition for demolition is never met.

And as the player controlling the overlord, I also have no way to solve it. I can only watch as my subject goes bankrupt.

To solve this problem, we fundamentally need to eliminate the system of applying a Subsidy to all facilities in a state,
or perhaps implement a temporary fix like putting a limit on Subsidies as an AI bonus, or preventing gold from being drained by Subsidies at all.

Even without extreme scenarios like the one I've described (although this happens quite often, and it's something beginners who are unfamiliar with the game might experience, especially when playing in populous East Asian regions. A human player can recover, but can the AI?),
problems arising from fluctuations in railway and port demand will generally always exist. This is because of the aforementioned system that requires subsidizing all buildings.

Isn't there a way this can be improved?
I believe a feature to subsidize a specific percentage of buildings, rather than all of them, is truly necessary. As a bonus, a feature to change the Production Method for a specific percentage of buildings would be amazing as well.


Lastly, my Custom Company has a 30% railway throughput as a prosperity bonus. However, this prosperity bonus does not apply to subjects. Furthermore, a bonus of this magnitude is a value that can certainly be achieved in the vanilla game, for instance, through a combination of a wonder like the Victoria Terminus and existing vanilla companies, or simply through the prosperity of three vanilla companies.

Steps to reproduce​

1. Make Puppet country which has large pop (some part of China)
2. Develop your puppet.
3. Check the bankrupt after

Game Version​

1.9.7

OS​

Windows

Additional​

Bug Type​

AI (non-player characters)

Save Game​

1441.png1442.png

Attachments​

1441.png1442.png

Player Pain​

5

 
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