Victoria 3

Victoria 3

Industry Expanded Core v13.1.2
634 条留言
BlakeDake 10 月 21 日 上午 9:52 
ok, thx for your work and time
Боцман  [作者] 10 月 21 日 上午 12:06 
yeah i should, just haven't updated those mods in a while
BlakeDake 10 月 20 日 上午 9:33 
@Боцман
cool
can you then change the game versions in the mods so that it does not cause confusion?
Боцман  [作者] 10 月 20 日 上午 5:33 
@BlakeDake
Exactly. Game doesn't read a mod's code to give you a warning. It checks for the game version that a modder put in the mod, so if actual version and the one in the mod don't match, it'll give you warnings anyway even if there are no real issues
BlakeDake 10 月 19 日 上午 12:00 
so the popup at the start of the game that says that the mods are for older versions and that instability may occur should be ignored?
Боцман  [作者] 10 月 18 日 下午 3:21 
@BlakeDake
All addons work with the newest version. I did not update those which didn't need one.
BlakeDake 10 月 18 日 上午 11:40 
Should I revert back to 1.9.8 if I want to play with all add-ons mods? Load ship and road says so in the mod description
AXAS 10 月 18 日 上午 6:56 
Thank you,sir:steamhappy:
Боцман  [作者] 10 月 18 日 上午 4:44 
I see. I'll address this when I work on the next update
AXAS 10 月 17 日 下午 9:49 
And,furthermore, the AI doesn't seem to adjust the PMs of its urban centers. I've even witnessed the AI-controlled UK constructing buildings in the Greater London with the penalty stacked to -83%. When making foreign investments in AI nations, I'm forced to endure the same penalties because the AI fails to optimize its PMs—a classic Paradox issue, of course.
I mean,could adjustments be made to the tech tree to either prevent urban centers from growing too rapidly or to slightly reduce the severity of these penalties?
AXAS 10 月 17 日 下午 9:37 
'In my previous USA campaign, the development of gold mines and oil caused a massive and uncontrolled influx of POPs into TX and CA. This led to these two states surpassing 15.0 M population before1890. Even with the most advanced PMs enabled, they still suffered from the maximum -65% penalty.
In another campaign as China, every state had a massive unemployed population. Even by utilizing the highest PMs, it was impossible to prevent the penalty from exceeding -50% before eliminating the unemployed population (while a significant number of yeomen farmers still remained).
For most European nations, it's indeed difficult to encounter penalties as high as -50%. However, this isn't necessarily the case for countries with populations exceeding a hundred million, like China,India,or in the late game of United States and Russia.
Боцман  [作者] 10 月 17 日 上午 8:18 
@AXAS
Focus on levelling up urban center PMs and try spreading industry across different states. With best PMs, maluses are really tiny for each level. I can't say it's ever become a major problem in my playthroughs
AXAS 10 月 17 日 上午 7:26 
The mod UrbanismPLus has a great concept, but its issues are also quite pronounced. In the game, the expansion of urban centers occurs too easily and accelerates excessively with technological progress. While more advanced production methods can reduce penalties, this benefit is often negated by the rapid growth of urban centers. For provinces with large populations or those requiring substantial manpower to develop resources, the construction penalty can easily stack up to -65% or even higher. Even with a fully staffed construction sector and edicts in place, the situation remains largely unmanageable. This is particularly noticeable when playing as nations like China or when developing resource-rich states such as California or Texas in the United States.
聪明珊瑚 10 月 8 日 上午 8:32 
None of the factories in my electronics business are producing, maybe there's something wrong with this mod
Exbuar 10 月 8 日 上午 5:41 
@Боцман
I made a mistake. It was caused by another mod.
Боцман  [作者] 10 月 6 日 上午 4:32 
@Exbuar,
Can you tell more about it? Which technology got what? Where was it taken from?
Exbuar 10 月 6 日 上午 4:28 
In version 1.10.3, the upper limit for the classification of medical institutions has been incorporated into the technology tree. We hope that the technology tree can be updated.
Z_nan 10 月 3 日 上午 2:20 
@Боцман
I find it far too easy to pass the second agricultural revolution. More time should be spent taking peasants into farmers, and a larger part of the economy should be dedicated to farming directly.
Fertilizers are also far too early, you can get it industrially in a year or two, while IRL it took until 1903 for the first industrial method, in the Birkeland-Eide method.

I just believe that the game makes it far too simple to attain enough food for the increasing population, at most youre building the odd farm or fishery, while irl there were lenghty agricultural changes that led to the opportunity of increased agricultural efficency that led to the food surplus that was necessary for proper industrialization.
General Johnny 10 月 3 日 上午 1:11 
@Боцман yup i am sure, kinda strange i know but i found the way to fix it, tnx to Z_nan :)
by the way @Боцман tnx for your mod) cant play in vic3 without this mod)
Боцман  [作者] 10 月 2 日 下午 11:36 
@Z_nan,
I have PM reworks in mind, but no ideas how I could shift the situation you're talking about. Farming takes a lot of arable land, though. In large economies you cannot really rely on imports if you want your food industries to be profitable. So if I want to make player to build more farms - arable land becomes an issue.
Боцман  [作者] 10 月 2 日 下午 11:33 
@General Johnny, you sure you have the mod updated? There is no way they are still broken
General Johnny 10 月 2 日 下午 11:18 
still cant build artillery factories :(
Z_nan 10 月 2 日 下午 12:48 
Copy, do you think it might be possible with a more realistic rework of farming and the food situation? Right now theres a far too small need for farming and similar, so its possible to have a far too high % of population in non farm industry early.
Боцман  [作者] 10 月 2 日 上午 7:15 
@Z_nan,
It is intended. These PMs now consume transportation, but in exchange, they save a lot more workforce than in vanilla. So you should build railways for transportation. Otherwise, urban centers could flood your market with transportation making your railways unprofitable.
Боцман  [作者] 10 月 2 日 上午 7:13 
Artillery is fixed.
Turned out that paradox fixed a typo in the building group that artillery foundries was a part of. This breaked all the mods that used artillery building, but were not overriding the building group.
Z_nan 10 月 2 日 上午 5:30 
Appears to be an issue with the public transport options for urban centers, they cost transport, not provide.
Z_nan 10 月 2 日 上午 4:36 
A fix for the artillery foundries issues, theres a minute bug within the zov_iexcore_Overrides file.
Under the building definition for artillery foundries you can find this:

building_artillery_foundries = {
building_group = bg_artillery_foundaries
icon = "gfx/interface/icons/building_icons/artillery_foundry.dds"
city_type = city
levels_per_mesh = 5

ai_nationalization_desire = 0.5 # AI generally does not want to privatize military goods industries

unlocking_technologies = {
gunsmithing
}

production_method_groups = {
pmg_foundries
pmg_automation_building_2500
}

required_construction = construction_cost_high
ownership_type = self

background = "gfx/interface/icons/building_icons/backgrounds/building_panel_bg_heavy_industry.dds"
}

Changing building_group = bg_artillery_foundaries into building_group = bg_artillery_foundries fixes the issue, theres simply one a inserted wrongly.
Jozua Grahamovy 10 月 1 日 下午 1:31 
Is anybody else experiencing the problem where artillery foundries don't exist? The technology that unlocks them exists, and it says that it unlocks them, but they simply do not exist. It's not a mod conflict.
Боцман  [作者] 10 月 1 日 上午 4:13 
@KONGV0
I meant it to be like that. Until I do some work to balance the research properly, it's a temporary measure.
KONGV0 10 月 1 日 上午 2:38 
Here is a BUG report:
country_literacy_rate = {
icon = gfx/interface/icons/timed_modifier_icons/modifier_lightbulb_positive.dds
country_weekly_innovation_max_add = 150
country_weekly_innovation_add = 150 !!!!!:steamfacepalm:
}
In your base static_modifier, it has a big problem with this weekly innovation add it should be fixed as " country_tech_spread_add = 75 " like the original version or do you have any specific reason for this, please explain it to the public. Thanks for your mod working.:steamhappy:
ChigaGad 9 月 21 日 上午 4:09 
Meant to add housing would also be a major one since it's a major requirement for human needs
ChigaGad 9 月 21 日 上午 4:05 
Concrete should be a good imo. Building expansion mod has some great things to go off of.
Боцман  [作者] 9 月 21 日 上午 2:33 
@BBMM, there are copper mines, do you know that?
BBMM 9 月 21 日 上午 2:01 
Hi,bro.We need more copper in iron mine,at least we need an option to choose how many copper we can produce.the price of iron in market is -5% meanwhile the price of copper is +50%.
Боцман  [作者] 9 月 9 日 下午 3:20 
Will be even quicker if you join the discord server!:steammocking:
Hank 9 月 9 日 下午 3:17 
Got it, appreciate the quick response!
Боцман  [作者] 9 月 9 日 下午 2:54 
@Hank
That is absolutely my bad! Slapped the modifier in the wrong place, it supposed to be a building modifier. Thank you for reporting, it'll be fixed in the nearest update
Hank 9 月 9 日 下午 2:43 
Hey, does this make every building double its inputs? My economy crashes as soon as I switch to External Trade Principles 2. I don't understand why it's a country modifier maybe I'm doing something wrong.

from iexcore_pm_miscellaneous under pm_trade_center_principle_external_trade_2:
country_modifiers = {
 workforce_scaled = {
  country_influence_add = 0.5
 }
 unscaled = {
  building_goods_input_mult = 1
 }
}
Isaiah 9 月 7 日 上午 11:42 
I had two graphics mods and the 'More Flexible Prices' mod. In hindsight it seems like this mod might've caused the issue. I'm happy to test the mods again without it! I'll let you know if the problem persists.
Боцман  [作者] 9 月 7 日 上午 10:48 
@Isaiah, do you use other mods in the modset? This is very weird, I never experienced anything like this, though I play the mod all the time.
Isaiah 9 月 7 日 上午 9:46 
Hello, I love this mod a lot. I did discover a bug though... I've played two games with this mod enabled. So far around 1847 there is a bug where the input good for buildings will be a hundreds of times too high. Wood, tools, iron, etc. will be in the 100K deficit (where I am only producing around 300). This usually tanks my gdp to 2M. This happened for Prussia and the UK. When I reload the game this will still happen, and seemingly at the same time. I also reloaded the save and switched to another country and this bug happened to the AI country that I originally started as. The bug seems to only effect that one country.
Nordic 9 月 7 日 上午 6:08 
Ah, ok nice, good luck with development.
Боцман  [作者] 9 月 7 日 上午 3:15 
@Nordic, it will be back
Nordic 9 月 7 日 上午 12:36 
Is synthetic rubber still being updated or was it removed ? Since it was invented in 1909, well before the game end date of 1936 I can't see why it's gone.
Боцман  [作者] 9 月 5 日 下午 5:19 
For anyone wondering where are the updates, a big one just dropped. Check out the new module and leave feedback about bugs and suggestions.
Banana Seller 8 月 24 日 上午 5:57 
I don't know if it's a bug or not, but when you swap urban centre to public motorcase and continue to subsidise them. They will make like no money and cost a shit tonne in subsidies, mine just escalate from 2M pound to 8M pound.
AXAS 7 月 22 日 下午 11:38 
Thank you.I can wait for a long time:steamhappy:
Боцман  [作者] 7 月 22 日 上午 4:56 
It will be re-added. I am not at home for now, so I can't work on the mod yet.
AXAS 7 月 22 日 上午 3:08 
Can the old version of the fuel company be re-added and made to produce premium fuel? The refinery not only has no company bonus, but also consumes extra labor when using petroleum resources, and makes the production methods that could originally directly use premium oil no longer usable. I really like this mod and hope the author can consider my opinion. Thank you.
Боцман  [作者] 7 月 21 日 上午 6:49 
чё када