Victoria 3

Victoria 3

Grey's Ranch Production Rework
88 条留言
MasterOfGrey  [作者] 10 月 17 日 上午 5:48 
@BeheadThoseWhoInsultKane
It's in both

@Victoria 3
So for the moment, if you're using a mod which adds lots of extra arable land, that will be a source of balance issues here. Unfortunately, this specific feature doesn't always play well with other mods.

I'm planning to either try and rework the main pop growth formula, or use a dynamic state modifier that would work along the lines of being a more refined version of this maths that takes into account urban population.

Neither of these are easy things though, so they're probably not happening for another month or so. They are, however, on the to-do list.
BeheadThoseWhoInsultKane 10 月 17 日 上午 5:46 
This is urban mod changes iirc not ranch
I've reported it just last week but in regard to other mod that specifically changes arable land size
Victoria 3 10 月 17 日 上午 5:38 
I indeed put it in the wrong mod of yours Grey. The production method tweak on subsistence farming with birthrate increase as a scalable modifier makes it very unbalanced and gets you insane amount of pops in most countries. Am I doing something wrong or can this be more finetuned? With a unscalable modifier for example? Or outright deleted idk. Great mod overall, and your collection is a must on my side. Thank you for your contribution.
MasterOfGrey  [作者] 10 月 4 日 下午 1:57 
They’re just the vanilla goods. I overwrite their localisations in the replace folder
Kaiser AVH 10 月 4 日 下午 12:54 
Hi, quick question:

I’ve been trying to localize the names of the textile and silk goods used by your mod, but I can't figure out what the actual localisation keys are.

I've checked for the usual fabric, silk, good_fabric, good_silk, even mog_good_*, but nothing sticks — the game keeps displaying “Basic Textiles” and “Silken Cloth” no matter what I override.

Can you please confirm what the exact localisation keys are for those two goods? Or point me to where they’re defined in the mod?

Thanks in advance — I’m about to start strangling XML files one by one.
MasterOfGrey  [作者] 10 月 1 日 下午 2:14 
Well that’s new and super weird.
Stryker 10 月 1 日 上午 11:00 
I disabled the mod and the negative workforce thing is no longer a problem. Assuming it's not intentional but I have no clue.
Stryker 10 月 1 日 上午 10:51 
I'm not sure if it's this mod, but my livestock buildings are having a minimum workforce capacity in the negatives, is that a game thing or a mod fucking up somewhere?
MasterOfGrey  [作者] 9 月 29 日 下午 4:17 
It is literally the first thing in the description
Kaiser AVH 9 月 29 日 下午 1:26 
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!
韩郸 (Hándan) 8 月 10 日 下午 7:59 
what is this font? number
MasterOfGrey  [作者] 7 月 30 日 下午 3:26 
The ranches are also the only thing using transportation… if you have a big shortage you either have the wrong PM active, or you probably need fewer ranches, not more.

In general, transportation isn’t meant to be easy until you get railways though…
Heiwae 7 月 30 日 下午 2:04 
there is something annoying and feel kinda dumb and im surprised nobody reported it but on the pannel of local price for transportation instead of addind railway it propose to add RANCHES for some reason because now it provide a small amount of transportation too

the annoying thing is when you have a big shortage of transportation in many province but you have to build all those ranches first to be able to build a railway i hope you can do something about it to ease game experience
Cy-Rpg 7 月 5 日 上午 7:58 
The production seems to be too high (19) compare to my farm (7). Hence AI only building ranch:wowsfishpalm:
MasterOfGrey  [作者] 6 月 19 日 下午 5:01 
And now, ranches provide some limited amount of transport at the basic level
Zangi 6 月 19 日 下午 2:22 
From the last version, requiring transportation at the basic level of ranches... kinda makes ranches useless till you unlock railroads.
MasterOfGrey  [作者] 6 月 19 日 上午 3:30 
V1.2
- Updated (and rebalanced) for 1.9
- Fertiliser production nerfed
- Beasts of Burden pm provides early transport
MasterOfGrey  [作者] 6 月 17 日 下午 4:48 
Yeah, this is getting re-balanced in the next update
Saltmarine 6 月 17 日 下午 4:35 
fertilizer production is way overtuned from ranches, makes fertilizer plants useless.
MangoFoalix 6 月 12 日 上午 12:55 
I must of glazed over that when I read the description, huh.
Thanks for putting up with my idiocy then, my bad dude.
MasterOfGrey  [作者] 6 月 12 日 上午 12:15 
It says it right in T&R's description:
"This mod may be not compatible with mods that change vanilla techs, buildings, production methods and military units."

Those four things represent a very large cross-section of mods.
MangoFoalix 6 月 11 日 下午 11:56 
are you telling me that tech & res is by design not supposed to work with most mods?
MasterOfGrey  [作者] 6 月 11 日 下午 6:54 
Most mods don't work with Tech and Res... that's the nature of T&R
MangoFoalix 6 月 11 日 上午 11:56 
I think this mod does not work with Tech & Res
MasterOfGrey  [作者] 5 月 29 日 上午 5:05 
So, 1.9 is right around the corner and I am excited to spend a chunk of time on modding and playing it. I've also just finished up with a very busy time in my life, and part of that is that I am currently unemployed.

So, since I have no job and I'm about to spend a chunk of time on modding when the update drops, I have now set up a Patreon on the off chance anyone would like to support me with a couple dollars. Link [patreon.com]

I will of course keep modding either way, but I would appreciate anything at all that people might be willing to send my way.
gumlawk 4 月 17 日 下午 1:56 
For some reason the mod isn't doing anything for me I have it installed it checked the integrity of the files changed to the last version of the game before going I even unsubscribed and then resubscribe so i'm wondering what the problem might be?
MasterOfGrey  [作者] 4 月 12 日 下午 6:29 
Load order does not matter - and thank you for raising it, I have added this note to the collection description.
Abracadabralicious 4 月 12 日 上午 11:26 
This question isn't specific to this mod but to all of your wonderful mods, is there a recommended load order for them (the ones listed on 'Grey's Little Reworks' collection)? Or is it fine to order them however which way and they'd still function regardless?
eliadil 4 月 8 日 上午 10:18 
how can i remove the transport isue? i cant find it in any file
MasterOfGrey  [作者] 3 月 5 日 下午 6:59 
Cheers, I should note that this is balanced in the context of my other Food Industry Rework mod.
And the transport issue is intentional. Unrefrigerated transport without some level of transport infrastructure was a bad time.
Ellisten 3 月 5 日 下午 6:48 
nice mod, i've been trying to make argentina play in a somewhat historical way for a while to minimal success.

there are some small issues i've noticed though:
- unrefrigerated transport having a transportation cost means any state without rail or urban centers is going to have an automatic -50% to ranches.
- grocery production in refined products is a good idea but i think it's overtuned, food industries (roughly) convert 1 wheat to 1.5 groceries, or 1 food to 2.25 food, with a minimum employment of 2,5k, whereas full eggs & dairy converts 1 food to 2.5 food with a minimum employment of 1.4k. imo just a small production of groceries and the scaling food industry throughput would be good, so you can build ranches to establish a consumer base for groceries cheaply then use food industries to fulfill it as it scales up
Kurt 2 月 27 日 下午 2:10 
@MasterOfGrey damn, it's so good though and it's not like they actually do anything with the farm stuff
MasterOfGrey  [作者] 2 月 26 日 下午 7:59 
Project Variety doesn't play well with many mods, lol.
Kurt 2 月 26 日 上午 11:19 
The fertilized plantations idea is cool but it doesn't seem to play well with many mods, with project variety most PM's are missing
MasterOfGrey  [作者] 2 月 25 日 下午 2:50 
I'll have to check, it used to work out fine - but fortunately that's not a big problem
GAMERFANAT1C 2 月 25 日 下午 12:59 
Thanks for the suggestion. I've tried out that mod and have found it increases the production of (most) agricultural buildings to at least sustainable levels, if not profitable. Both of these feel like must-haves.

I could be managing load order wrong, but it doesn't seem to be terribly compatible with your military rework as the tractors in that mod use engines instead of automobiles. Not a deal-breaker, but am I wondering if it is just something I'm doing wrong or if a compatch would be needed.
MasterOfGrey  [作者] 2 月 4 日 下午 3:53 
I strongly recommend "Fertilised Plantations and Other Agricultural Tweaks" https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3306984118

This is basically equivalent to what I would do if I reworked other agricultural buildings.
GAMERFANAT1C 2 月 4 日 上午 9:36 
I know I've already made a similar comment, but are there any plans to rework the other agricultural buildings? As it stands, you'll never run into a situation where say wheat farms consistently make more than £50 per week and more than 50% employment.

Having now played with this mod for a couple games, I'm liking that I actually end up using my arable land in my homelands (thankfully, Paradox did make most plantations somewhat profitable). The problem is that ranches are the only viable building there, which even the private sector seems to realise and respond to. I end up in a situation where my entire rural population are almost exclusively ranchers and it takes me out of the game for a hot minute.

I'm only asking this because this mod and your other mods show that you know how to make actually useful production methods for some of the more neglected industries in this game, without just making them go-to buildings in every situation.
Arjhan 1 月 23 日 下午 1:56 
Love the whole suite of mods. Two minor criticisms. 1. This makes it rather hard to get fertilizer plants profitable, which is a bit strange for the time period, see the green revolution. 2. A lot of historically pastural societies were based in lands that would be extremely marginal for grain production. It's unfortunate there's not a good way to model this with the arable land system.
MasterOfGrey  [作者] 1 月 16 日 下午 2:14 
Two reasons:
1) Their design meant that it was impossible for meat to become a major demand in the late game, despite that being historically exactly when it should be.
2) Some nations were historically viable almost solely due to their animal herding skills, and this was a key sector of the economy in many parts of the world, but in vanilla they would be unable to avoid abject poverty.
GAMERFANAT1C 1 月 16 日 上午 6:20 
Can I ask what made you choose ranches specifically? While I do agree they suck ass in vanilla, I find that's the case for every agriculture building that isn't cotton, dye, opium, or silk, so I'm curious as to what made you decide to work on ranches over all the others.
salmans 1 月 9 日 下午 10:49 
Thank you.Get well soon.
BeheadThoseWhoInsultKane 1 月 9 日 下午 7:45 
Thank you and get well! :yay:
Evpira 1 月 9 日 下午 7:15 
Thank you. Your mods are awesome!
MasterOfGrey  [作者] 1 月 9 日 下午 7:00 
Ah, I messed up and had a minus sign where I shouldn't have... I need to stop modding when I'm kinda sick.

I have updated with a fix just now.
Berecles 1 月 9 日 下午 4:20 
its 1858:
Qing -6% birthrate -25mil of people every year
Super germany (me) -1% -1mil people
British Raj: -4% birthrate -5mil people

its declining very fast, declining globaly
MasterOfGrey  [作者] 1 月 9 日 下午 3:03 
Please check if they're using the encourage agriculture decree on states affected, or if it is actually global.
I'm not well today and can't spend a lot of time on testing, but that's a serious issue so if you can confirm I'll push a hotfix.
salmans 1 月 9 日 下午 2:27 
The update may have broken down
Population is declining in all countries
MasterOfGrey  [作者] 1 月 8 日 下午 3:59 
Note: ranches are now explicitly less profitable than the food industries from my food industry rework. Turns out I had made a change on my spreadsheet that I hadn't included in the mod which was further exacerbating issues.