Victoria 3

Victoria 3

Grey's Urban Synergy Unleashed
284 条留言
MasterOfGrey  [作者] 10 月 19 日 下午 6:06 
Read FAQ
624932690 10 月 18 日 下午 7:11 
It seems that thermal power plants don't really generate any power?
MasterOfGrey  [作者] 10 月 12 日 下午 7:48 
Ohh, the PM’s, yeah it’s harsh on China, China has significant challenges and you need to develop an alternate tax base before you switch or you run into troubles.

This is arguably still less harsh than reality was for China
Morgi 10 月 11 日 下午 6:58 
Is the taxation capacity modifer of serfdom ownership on substinence farms not part of the mod?
MasterOfGrey  [作者] 10 月 11 日 下午 6:25 
If you are going to combine it with mods that make huge changes to arable land, you should look to trying to make or get someone to make a compatch.

@Morgi, that’s not part of this mod?
Morgi 10 月 11 日 下午 1:20 
the taxation penalty switching off of serfdom is way too punishing when playing China. What is it supposed to represent exactly?
RandoMash123 10 月 11 日 上午 10:40 
I have a similar problem as @BeheadThoseWhoInsultKane, the pop growth boost makes this mod and Explorable Real World Resources nearly incompatible due to the supercharged pop growth rate.
BeheadThoseWhoInsultKane 10 月 11 日 上午 3:24 
>This also contains an experimental boost to pop growth from empty subsistence farms that helps global population reach its intended target.

Do you think this assumption is relevant still based on the premise that arable land might be recalculated?

I don't know the function, but i believe the birth rate function on subsistence should be logarithmic and clamped to some target to prevent overgrowth based on an in-game model of available land. At the moment it's just flat increase to percentage from arable land via modifiers.

Historical remark: Russia have estimated around ~1-2% growth per year from 1814 to 1914 (doubled the pop). With 7% growth the pop will double each decade.
Also In India there are also strange artifacts of always negative growth (f.e Bengal)
BeheadThoseWhoInsultKane 10 月 11 日 上午 3:24 
Hi!

I've played recently with Make Brazil Great Again mod which doubles arable land in Brazil and i'm getting huge growth numbers ~15% YoY birth rate in states with about 200-300 arable land and no peasants and ~7% YoY growth in the country from subsistence.

While i don't have particular problem with high growth as it was present in some regions for a short while, this is consistent basically for an entire relevant phase of the game (~1840-1890), i've had Matto Grosso state (~350 arable land in mod iirc) breeding people and promoting them to labor which can migrate later, so the growth never changes.
624932690 10 月 8 日 下午 5:34 
Found the issue: the mod changes base_modifier and the base value of urbanization level per urban center.
MasterOfGrey  [作者] 10 月 8 日 上午 12:05 
Interesting. That's a pretty big mod and I'm about to be away for a few days, so it'll probably be a week or so before I get to look into it, but I'll see if I can work out why and patch it.
624932690 10 月 8 日 上午 12:00 
The issue seems to be with Victorian Century but I don't understand why. Thanks again
MasterOfGrey  [作者] 10 月 7 日 下午 9:11 
If it turns out to be a mod conflict issue, tell me which mod it is and I can sort out a compatch or something
624932690 10 月 7 日 下午 9:01 
And I think I am getting it on every player.. Let me try disabling all other mods first.
MasterOfGrey  [作者] 10 月 7 日 下午 8:57 
I don't know, you're the second person to report it, but I haven't been able to reproduce it yet
624932690 10 月 7 日 下午 8:54 
Why do I get -380 Urbanization per Urban Center?
Vieille Garde 10 月 4 日 上午 7:40 
Ok, thanks for the advices. I'll try Soft Pops again and see how it goes, as well as the company choices
MasterOfGrey  [作者] 10 月 4 日 上午 7:33 
Try the latest Soft Pops, until I have more data that *is* the intended other half of the migration balance. Especially for things like China which require multi-faceted balance approaches.

The urban centre migration bonuses work just fine as-is in this mod for anyone that's not actively making their own problems while playing China so it will be staying this way.
I recommend thinking about the *potential* size of your companies when you found them, and making sure you don't put >1 big company in the capital.
Vieille Garde 10 月 4 日 上午 7:25 
I did build up all my states, but it is true that there were like 3 company HQs in Beijing, so you are right on that front. Originally it wasn't a problem, but once i fully industrialized and IP started to build like crazy, the problem seems to begin. Will you be updating this migration thing though? I really like what you did with the whole transport system, just kinda sad how the migration works
MasterOfGrey  [作者] 10 月 4 日 上午 7:20 
They changed how all the migration defines worked in the last patch, so it's a new world really.
Just 2 days ago I updated Soft Pops in a way that I *hope* keeps unemployment as an effective deterrent to immigration.

However, especially when you're playing a high pop nation like China, you do have to build up your other states. If all your big company HQ's are in Beijing, then you are going to have problems no matter what - that'd be a hell of your own making.
Vieille Garde 10 月 4 日 上午 7:11 
Not in this game. I used it before, but i had the same problem. I thought it was because of the high SoL dragging people there so i turned it off. However, it still happened in this game so i have to ask
MasterOfGrey  [作者] 10 月 4 日 上午 7:03 
Just so I have all the info, are you also using Soft Pops?
Vieille Garde 10 月 4 日 上午 6:48 
Edit 2: nevermind, one week tick later and they are now still getting more migration:

https://ibb.co/ksgY2mQY
Vieille Garde 10 月 4 日 上午 6:44 
Edit: Additionally, there are other provinces where there are jobs available, but people just abandoned their jobs there to go to Beijing. After taking these pictures, however, i did noticed the game telling me that people now starts to emigrate away from Beijing by like 1.18 million per week, but i still find it weird that those massive unemployment even happened in the first place.
Vieille Garde 10 月 4 日 上午 6:44 
Here are some of the screenshots of a Qing game of mine where this happened:

https://ibb.co/zWnVKLh4 (High attraction at Beijing with +190 from urban centers alone)

https://ibb.co/Gzm1tXN (13.3 million people unemployed. This was from people migrating over and not being able to get a job)

https://ibb.co/WNShMbTT (My country has a total of 13.6 million unemployed. Essentially 95%+ umemployment all focused at Beijing)

https://ibb.co/p6sYs8b7 (I already have up to 800+ trade centers. I'm trying to build more to somewhat counteract it)

https://ibb.co/tMLgWNDn (But considering the debuffs of -683.5% construction, i kinda just cant do anything)
MasterOfGrey  [作者] 10 月 4 日 上午 6:14 
It shouldn't provide enough migration to cause a serious problem... you can counteract it by making the trade centre bigger, and unemployment should generally counteract migration pretty aggressively.
If you find you really can't do anything about it, please send me screenshots, I'll have to investigate the balance of things in the new 1.10 meta.
Vieille Garde 10 月 4 日 上午 6:05 
Hello! I dont know if this is intentional but i noticed that urban centers seem to to provide attraction to migration, which by later stage of the game can results in a situation where people just all try to migrate to one province, making it not only filled with massive unemployment but also local construction cant catch-up due to the massive debuffs to construction, and despite the massive unemployment, people still try to come to the province, further worsen the problem. Is this part of the mod? And if it is, is there anyway i can change it?
MasterOfGrey  [作者] 10 月 2 日 下午 5:09 
1) Read the FAQ
2) Yes, you were winning a bit too hard too early before you had everything you needed to support that.
Rtt563 10 月 2 日 下午 4:52 
Hi! I love the mod and everything it brings to the game, but I found a couple of things that seem odd to me.

1) For some reason thermal power plants do not produce electricity when I build them after discovering the technology for them. When I turned this mod off, they started to work fine.

2) Just a suggestion: I played a game as The Netherlands and became a huge trading hub by the 1860s. I had to buy a lot of resources to keep my economy afloat and I noticed a constant shortage of Logistic Services. I tried building a lot ports but that was still not enough for my 100+ level trade center, all while having an enormous amount of transportation and an even bigger number of Merchant Marine. I had to buy Logistic services from literally every other great power just to not go broke. Maybe it's a smart strategy to keep trade in check and not to grow gigantic trade centers so you feel shortages more but it just felt like it was too severe. Thank you.
MasterOfGrey  [作者] 10 月 2 日 上午 6:38 
Mod has been updated
Kaiser AVH 9 月 29 日 下午 1:27 
Hi! Is this mod compatible with the latest patch?
If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!
MasterOfGrey  [作者] 9 月 28 日 下午 5:01 
Yeah I haven't made a compatch yet
Arc 9 月 28 日 下午 3:00 
IDK if this mod is every intended to be compatible with Tec & Res but I realized Tec seems to override the logistics production of ports and railways with buisness data. It also messes with the urban center's so maybe these will just always be seperate mods. They actually dont work too bad together if you also have river ports that you can provide logistics with otherwise they don't work well.
MasterOfGrey  [作者] 9 月 26 日 下午 10:27 
I see, clearly something about that modifier type has changed in 1.10
I'll sort it out as soon as I can
NANI? 9 月 26 日 下午 10:24 
1. No, not from the start, but when researching certain technologies. The values ​​constantly jump up to 5 digits depending on the technology.
2.I disabled all mods (except this one) and started a new game.
all social tech researched
https://i.ibb.co/G3G4qYcX/image.png
starting tech
https://i.ibb.co/fdt2NTS6/image.png
british start
https://i.ibb.co/7tZYbX2N/image.png
MasterOfGrey  [作者] 9 月 26 日 下午 6:15 
Uh, ok, couple of questions:
1. Does this happen straight away on game start?
2. Does this happen when this is the only mod loaded?
NANI? 9 月 26 日 上午 11:50 
For some unknown reason, a bug appeared, I can't determine the cause, but it removed city centers.
https://i.ibb.co/nsYStc8L/image.png
MasterOfGrey  [作者] 9 月 19 日 上午 7:34 
I have updated the description, as it had indeed become outdated, and added a pinned and linked FAQ thread with additional explanations.
WaterMeloncholy 9 月 19 日 上午 6:46 
I'm just playing your mod and some random mod for flavour and smaller cities. "Overdeveloped" is what happens when you add +150% birthrate to random subsistance farms and then all those people mass migrate to you when the SOL increases. "Overdevelopment" is the literal direct result of how your mod functions and how it multiplies the world population by 5x compared to the real world by 1900.
MasterOfGrey  [作者] 9 月 19 日 上午 6:45 
Actually look at the size of your population centres, this game allows you to go far beyond what occurred historically.
WaterMeloncholy 9 月 19 日 上午 6:42 
Ah, reading comments, this looks like a feature. The same thing for trade centers. Lmao this is mentioned nowhere in the mod description and it is also explained poorly in game. This is misleading at best, mate.

This game has something called "overpopulation penalty" and "pollution" which already accounts for what you described. These insane debuffs directly disincentivize growth and construction, which just shows you are unaware or you completely misunderstand the insane urbanization and movement of people towards cities in this era of history. If anything, more urbanization attracted more people, which attracted more labor, more capital and more opportunities to build and start business. The idea that somehow more people == less construction is absolutely bonkers insane, especially for the Victorian era which so almost no state regulation in development.
MasterOfGrey  [作者] 9 月 19 日 上午 6:40 
My guy, literally read the mod. It's an intended feature but if you're playing with all sorts of other mods that let you overdevelop into oblivion that's on you
WaterMeloncholy 9 月 19 日 上午 6:29 
The urban centers are giving me a massive penalties to the state construction efficiency, while the tooltip says they should give me bonuses instead. The more the center grows, the bigger is the penalty. And this is only the year 1871 and my urban centers are not done growing. What is going on? This is killing my construction so much that I'm forced to disable the mod completely, which is sad since the other features of the mod are great.

https://imgur.com/a/iJ7VWbc
MasterOfGrey  [作者] 9 月 19 日 上午 1:17 
This is better than the US being stuck with ~40 million pops in 1930, this works for the rest of the world pretty well, it's just an issue for balance in the New World - but yes, this is a stop-gap feature. I will remove it when I can work out a better solution. (Which I have a theory about, it's on the to-do list.)
McLovin 9 月 19 日 上午 1:15 
The pop growth from empty subsistence is way way to much, the US gets a 100 million pops by the 70/80s
MasterOfGrey  [作者] 9 月 16 日 下午 4:14 
Yes, there’s a lot of stuff in the mod that’s designed to give bonuses in early cases, and penalties when it’s overdone.
e.g.
Most places like to encourage tourism - Parisians hate tourism cause Paris gets too much
Building in New York is far more difficult and expensive than nearly anywhere else in the US
etc.
Jonsa Woo 9 月 16 日 上午 9:50 
It feels like the penalties that you've added to the urban centers and the trade center are really bizarre and arbitrary. I thought they were doing some weird overflow error or some other gremlin in the code at first because it seemed completely backwards to what I would have expected and I didn't see any documentation on the mod page that would lead me to think that going tall in a city would be punished. I only found out it wasn't an overflow error when I went to the comments and saw other people talking about the same thing.
TheNowGamer 9 月 14 日 下午 11:28 
Nvm I think it was a error from another mod, My bad
MasterOfGrey  [作者] 9 月 14 日 下午 10:59 
Greece may have specific content that reduces its construction output maybe?
Unless it applies to the entire world, it's not a bug from this.
TheNowGamer 9 月 14 日 下午 10:57 
yes sorry, i was coming to delete, there is still a bug tho