Victoria 3

Victoria 3

The Great Revision Series: International Trade - 1.11.0
58 条留言
KrankyUA 10 月 27 日 上午 5:13 
Hello, I have a question. As I understand it, the mod should automatically set tariffs and subsidies for AI at the beginning, but when I press the key, it also sets them for me, which almost immediately leads to a negative income.
gold tree 10 月 25 日 下午 7:43 
goooood job:steamthumbsup:ᕕ ( ᐛ ) ᕗ
SASCO  [作者] 10 月 13 日 下午 12:57 
@Ruzen Hi!
mmm not definitively. I think there is some mod conflict. This mod change slightly some technologies, but do not impact the gameplay in this way.

Could you send me some screenshot of your problem in the discord group?
Ruzen 10 月 9 日 下午 11:01 
This mod changes first technology unlocks. Which gives manufacturering for textile.
Last night I played around 1863 the whole world market is only able to produce clotes with substence farming which whole world now lacks. Clipers...no one were able to produce it. Even paper is so rare thing.

But buildable things like iron, weapons even oil is so cheap!

Is this intented? how to produce clothing with this mod? Or paper things like that
SASCO  [作者] 9 月 6 日 上午 1:36 
Hi! this mod is not changing the Opium war, but I'll give a look. Thanks for the feedback! :)
---fk--- 9 月 4 日 上午 2:40 
Author, after this update, the Opium War cannot be triggered when starting with the Qing Dynasty.
SASCO  [作者] 8 月 29 日 上午 12:49 
Hi!
Yesterday i updated the mod, and i reduced the numbers of buildings. :)
Mrcvak 8 月 10 日 上午 12:50 
Hi, I'm not sure if it's a bug or on purpose, but on patch 1.9 some companies have massive amount of possible goods enabled. For example Brothers Thonet (Austria) and Schneider (France) have about 10 basic goods by default as their possible production and some you can add additionally.
SASCO  [作者] 8 月 6 日 上午 1:22 
@Sarpedon the mod in general is compatible, but the taxation system submod will not unfortunately
Sarpedon 7 月 19 日 上午 10:19 
is this compatible with Economic and Financial Mod?
SASCO  [作者] 7 月 19 日 上午 8:35 
@Excaliju You right. during the creation of these companies we put by mistake silk prestige good instead of clothes.
We'll fix that in the next update :)
Excaliju 7 月 18 日 下午 7:22 
Any chance you could look at the company "Italiana Confindustria"? It seems that it overwrites "Mantero Seta" in a weird way that results in that company having a prestige good (Como Silk) that it can't produce with it's available industry rights. Not sure if this is intended (the company was really profitable) but it's prestige good and prosperity bonuses didn't align with the company.
alqamar.alaswad 7 月 12 日 上午 3:32 
Cool, thanks, @sasco!
SASCO  [作者] 7 月 12 日 上午 3:16 
Hello Guys!
@IronPrats with the new patch now the specialization in TGR is even better, you can try yourself, you will not be disappointed :)

@alqamar.alaswad yes, you can play with MR and TGR together :)
IronPrats 7 月 5 日 上午 2:34 
How does this work with the latest patch considering they've fleshed out economy in the same direction this mod intended to?
Bruce Wayne 7 月 3 日 上午 10:51 
You changed how the nations develop so everyone isnt going for industrialization focus? LOVE THAT. More roleplay!
alqamar.alaswad 6 月 28 日 下午 10:58 
Is this compatible with Morgenröte?

I absolutely love what you are trying to do (ideas seem fantastic), but I really love Morgenröte's additions to the game.
SASCO  [作者] 6 月 25 日 上午 9:51 
Thanks i really appreciate you like this mod :)

No, you can continue to play with your existing savegame.
Just to let you know, during these days i'll probably make further updates.

You can still play with your existing save, but if you want have some of the upcoming features (like obsessions) you'll need to start a new game
Burn Cali Burn 6 月 25 日 上午 9:34 
Hey, thx for your work. is a new game required for it to work and avoid issues?
SASCO  [作者] 6 月 25 日 上午 9:23 
Hi!
The structure is as per vanilla, this mod just add some extra companies at the start of the game
Senju Bolsorama 6 月 25 日 上午 6:00 
Did this mod changed companies?
SASCO  [作者] 6 月 23 日 下午 1:12 
@Maxor_XV I'm planning to change name and graphic of some of the companies, so the starter will be also better to see :)
Maxor_XV 6 月 22 日 下午 12:53 
Philips is making banas due this mod lol
SASCO  [作者] 6 月 22 日 上午 10:58 
Hi Guys!

@Mycelia - Esactly, unfortunately i'm busy in these days, but i'm trying to collect the needed screenshot, so i can update the images :)

@Darth Ginny - Yes, i removed and reworked the system :)
Darth Ginny 6 月 22 日 上午 10:25 
Hey. With these changes, did you also remove most of the techs that increase max companies?
Mycelia 6 月 22 日 上午 1:32 
You should update the images to reflect the new huge changes to trade. It's not a huge concern, seems like way too much work to do but I just wanted to point it out bc it's outdated now. 👍
SASCO  [作者] 3 月 11 日 下午 2:20 
Hey, sorry for the late reply. :)
Mmm that file is unlocking some technologies at the start of the game, but seems strange that cause the error.
from what i understood the mod doesn't create the urban centers.
I'll try to give a look into Grey's Urban Synergy Unleashed, to understand what is the problem
(shiny) DiamondNova 3 月 11 日 下午 12:16 
I've found the problem is caused by GRPROD_global.txt file in history folder, no idea why tho.
(shiny) DiamondNova 3 月 10 日 下午 4:16 
It seems to be not compatible with Grey's Urban Synergy Unleashed. "Urban Synergy Urbanism" modifier makes that no Urban Centers are present in the game.
Rusher 3 月 7 日 上午 12:57 
Hello! Why did you remove free trade from laws? I think it's quite essential sometimes to remove all tariffs
SASCO  [作者] 3 月 5 日 下午 1:27 
Hi Hern!
I'm not sure i understood.
Are you saying that at the start of the game there is a shortage of hardwood?
Hern the Hunter 3 月 5 日 上午 10:04 
Power plants and Markets are now calling for Hardwood which does not exist in the world with this series of mods. I saw this start with the new update and not before.
SASCO  [作者] 3 月 3 日 上午 11:06 
Hi! Just updated the mod with the fix :)
To be honest, it was intended. I changed the PM to balance the export of steel instead of the local consumption, but different players didn't like it.
Now it is like in vanilla.
For the balance i'll study a different solution. Thanks for the feedback! i appreciate you like the mod!
zarecaus000 3 月 2 日 下午 1:15 
Hi, there seems to be a problem where the steel tools production method doesn't actually consume steel. This actually upsets the balance of things quite alot. Otherwise this is a pretty fun mod. Trade is certainly improved.
SASCO  [作者] 2 月 27 日 上午 4:05 
Hi!
I created a smooth version for the companies, ant this should remove the incompatibility.
This weekend i'll update the mod :)
Sir Packet Lossalot 2 月 6 日 下午 11:32 
Hi, great mod, but it conflicts with Better Companies mod, which affects companies as well. When both are enabled - you are unable to establish new companies, only those added by other mods, not present in Vanilla, like Unique Companies mod. Just letting you know
Apalm [SWE] 2 月 3 日 上午 2:01 
Ah that sounds about right i did not see that everything was inside the same (). I fix it pretty easaly myself by making a seperate file
SASCO  [作者] 1 月 31 日 上午 1:16 
Hi @Apalm!
Thanks for the tip.

Honestly i tried in a previous version to keep only the variable that i changed, but i notice that doing so i lost all the other variable in Vanilla when i launched the game.

i think because all these variable are inside the command "base_values = { }"

So when i segregate only the modifiers i need, the game overwrite the vanilla ones with these.
For this i keeped all the Vanilla modifiers.

I don't know how to solve this honestly.
Apalm [SWE] 1 月 29 日 下午 11:47 
I think mod compadibility would get better if you only had the modiifers that you accualy cahnges in the static_modifer file. For example i play a mod that changes so that minting is not based on GDP but bacuse you have all the vanilla modifiers in that file it overwrites the mod. Try only having the changes to tax rate and your only changes in that file
Trash at **** 1 月 29 日 下午 2:55 
I notice that when this mod is activated, base construction cost is 50 instead of 10. Is this intentional? Is this effect for both AI and player? Because it is a pretty huge buff for every nation, but especially unrecognised ones.
The Prince 2024 年 12 月 3 日 上午 8:05 
@SASCO, I shall. And thank you for all your hard work on the mods! =)
SASCO  [作者] 2024 年 12 月 2 日 上午 11:39 
It's a good country to play! even if a bit challenging. :)
i really hope that in future PDX add a lot of more flavor, because the game really need it.
So, enjoy your gameplay! :D
The Prince 2024 年 12 月 1 日 下午 4:46 
@SASCO I love playing Japan and industrializing but I'm trying to play other countries too!
Maybe I will try Ottoman Empire or USA. :D
SASCO  [作者] 2024 年 12 月 1 日 上午 10:06 
Happy that you like it! :D
Enjoy your game?
PS. which is your favourite Nation to play?
The Prince 2024 年 12 月 1 日 上午 8:38 
@SASCO Ahh I see! I am understanding your vision more =) Thank you for the reply and all the work you do and I can't wait to play more.
SASCO  [作者] 2024 年 12 月 1 日 上午 2:27 
and least but not last, there is a final effect, positive and negative.

Imagine you have great relationship with a nation which you export/import tons of goods. Your economy is making a lot of money from tariffs and from prosperity from the market.

But then that country declare war to your ally... what will you do? will you join your ally to honor the pact, but you will great damage your economy? or you will betray your ally to avoid this?

you see? THIS is the final goal of this mod, create a system which even the choose of the trade partner is important, and this will influence your geopolitical choices :)
SASCO  [作者] 2024 年 12 月 1 日 上午 2:23 
Hi, I'm so happy you like the mod!

the reason is simple but very efficient: having a company at the start of the game will allow every country to specialize to produce specific types of goods in long term.

This produce 2 important effect:
-All the economies will be different from eachother already from the start of the game (In vanilla instead even after setting up some companies, at the end of the game, every country has the same economy)

-when you set your long term strategy, you will know which country will be your supplier for any specific good, because you know that that country statistically will produce more goods related to that specific company and in the other way around, you will know to which country you can export more goods.

Furthermore, this is dynamic, because of the law of demand/offer, so this make the game more interesting :)
The Prince 2024 年 11 月 30 日 下午 11:39 
I am liking the mod so far! :) I was just curious what was the reasoning for having some countries start with 3 companies? When I first started a game I was surprised to see 3/3 companies.
SASCO  [作者] 2024 年 11 月 27 日 下午 11:26 
Hi!
Yes i reworked a bit the trade, now should be more balanced, but anyway keep the improvement.
This is a major feature, so i'll keep an eye on this to continue to balance better i can.
Dunkin' Darius 2024 年 11 月 27 日 上午 11:52 
I think this might be overdoing it a bit as trade routes now go deep into the red and still grow, even when not subsidizing the trade center.