Victoria 3

Victoria 3

Expertise for Production Methods
63 条留言
BeheadThoseWhoInsultKane 10 月 13 日 上午 7:39 
Good mod, abandoned?
sango213 10 月 8 日 下午 3:16 
OK.... So what's expertise do? Switching production types gives a temporary penalty to inputs... but what does expertise do? What benefit do you have from being a 100% expert in artisan basket weaving?
CanYouFlyToo? 9 月 29 日 上午 7:36 
i really appreciate you building this mod, i'm sure it's going to be relevant in the future when the community can pool all of these incredible foundations into a game paradox should've released from the start!
Floor 9 月 27 日 下午 5:31 
This mod hits performance pretty hard after 1.10, removed it from my modlist and stuttering stopped near immediately lol
Guy Fawkes 9 月 26 日 上午 3:57 
is this hard on performance? my game seems extra slow
Alma_Negra 9 月 24 日 上午 3:35 
Update?
ADude 9 月 10 日 下午 5:24 
Any plans for an Industry Expanded (IEX) compatch?
Wazter 9 月 10 日 上午 10:58 
do you have plans to translate in spanish?
Kangurek2011 9 月 6 日 上午 1:36 
compatch for exether please!
Crush on a Virgin 8 月 31 日 上午 3:32 
this is giving hoi4
01A3-91C-2789B11F "Vala" 8 月 28 日 下午 11:09 
The compatch causes extreme stuttering lag
1230james 8 月 24 日 下午 4:52 
tbf that's what happened historically. Take Japan or Korea for instance. If you were to represent what happened to them IRL in Vic3, it'd basically be them sitting on their starter techs for half the game before they suddenly unlocked like half of each tree in a 10-year span, especially for production techs.
Willowphile 8 月 23 日 上午 11:18 
I think the tech bonus from investment is too strong. Its easy as a poor tech country to get a bunch of investment and fly rapidly up the tech tree.
912552885 8 月 22 日 下午 8:48 
I made a mistake, it's not this
912552885 8 月 22 日 下午 8:37 
The special production method of the art college cannot be used(Morgenrote)
smirkyshadow 8 月 21 日 下午 2:03 
Compatible with Morgenrote would be nice :D
Mr. Wayne 8 月 17 日 下午 4:43 
Feels completely natural. Should be base game it fits so well!
see two 8 月 15 日 下午 12:23 
this just makes it so, over time, an industry producing a -75% good will be profitable simply due to insane throughput buffs... plantation economy go brr
BeheadThoseWhoInsultKane 8 月 13 日 下午 10:14 
Using the mod, does not seem to have much performance impact in the early game at least. Thanks for the work!
🦈Lily🦈 8 月 1 日 上午 10:42 
Are this mod and your alternating current mod compatible?
Sunsphere11 7 月 31 日 下午 9:38 
@Dubbe sorry I didn't see your reply. Tying it to techs could work, although I can't really think of any techs that would be a good fit to tie it to. Alternatively maybe the more advanced production methods could just have a smaller flat expertise penalty, Or as another alternative you could make higher literacy or education institution lvl reduce the penalty.

Some sort of system to let you smooth over the transition process would be a good feature. Maybe you could have a weaker early game version as a decree (so people need to be strategic about using it) and then a later game, more general version unlocked by something like central planning.
|Teiwaz| 7 月 31 日 上午 9:39 
i am very sorry for this false alarm
it turns out the issue comes from using the patch for this mod with the BETA version of tech&res

so view this as a warning that there might be some work to do on the patch for the new version
Dubbe  [作者] 7 月 30 日 下午 2:39 
@Teiwaz I can't reproduce a daily stutter with this mod only. I haven't tested this mod with BPM yet, but they both are very calculation intensive mods. On top of that, Tech&Res introducing a lot of buildings and therefore PMs. An impact on performance is not avoidable.

The calculations are on monthly impulses.
kido 7 月 30 日 上午 11:40 
Thank you!
Dubbe  [作者] 7 月 30 日 上午 11:21 
@kido: I've pushed a fix for the setback at 0% bug
Dubbe  [作者] 7 月 30 日 上午 10:51 
Performance impact is lesser than initially thought, but there is a small impact. It's impossible to add new gameplay mechanics without performance impact.
Mujahadeen Karthus 7 月 30 日 上午 9:27 
on one hand, sounds cool, on the other it sounds like this will add more strain on the engine and introduce more calculations that will cause lag, any reports on the performance?
Lyra 7 月 29 日 下午 7:01 
I love the investment rights change
Alma_Negra 7 月 29 日 下午 5:49 
Any idea if this mod works with private construction method?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3420714166
仙人卡尔 7 月 29 日 下午 4:11 
I don't need this,what I really need is a mod to auto switch to most advanced pm for me
kido 7 月 29 日 下午 2:14 
Hi, I've done more testing, and from my modlist it looks like both this mod and Alternating Current seems to cause this issue. I'll leave a comment on that mod page for now just in case someone else also has this issue.
kido 7 月 29 日 上午 3:00 
Thank you! I suspect it's something deeper than the mod itself, because I recall having this issue before the mod came out, but since I isolated it and it still persists it might be affected too.
Dubbe  [作者] 7 月 29 日 上午 2:50 
@kido Hi, i don't changed anything law related file nor use any law related on action trigger that could override something related to this problem.

@all Does anyone else have problems with law success setback?

I'll try to reproduce your problem.
kido 7 月 29 日 上午 1:46 
I've noticed that when using this mod, my laws will not setback at 0% success. Do you have any idea what this could be caused by? I've tried running it alone and verifying files.
Dubbe  [作者] 7 月 29 日 上午 12:50 
@XuanYuan_YunBai: What exactly do you mean? The requirements to switch into a pm didn't changed. You have, in the most cases, unlock a technology. Then you und the ai can activate this method.
XuanYuan_YunBai 7 月 29 日 上午 12:32 
It would be great if AI could directly switch to the most advanced production methods. It’s a headache that current AI can’t switch to advanced production methods.
Erring 7 月 28 日 下午 6:39 
Awesome concept, love to see it.
Lazy Invincible General 7 月 27 日 下午 6:51 
yeah, just saw the note since steam decided to be funny and not load everything (I have no idea why it does that sometimes)
Lazy Invincible General 7 月 27 日 下午 6:51 
I'm assuming if this is to work with a mod that adds new production methods or factories (such as one that makes factories only make 1 type good) a patch would need to made
CengizHan 7 月 27 日 上午 11:37 
I’ve shared the Turkish localization of your mod in the suggestions section. Please consider adding it to the mod. Thank you!
Necrotes 7 月 27 日 上午 10:33 
not sure if it's just me but the penalty from changing PM, which was changed to be on a decay timer (which is a great change) only works for the player. The AI still has the full +50% Goods Input penalty for the full 5 months.
Necrotes 7 月 27 日 上午 10:23 
Dodocan 7 月 27 日 上午 9:05 
great idea - needs to be implemented to base game asap.

The changing of production methods instantly is quite immersion breaking.
Maximusvk 7 月 27 日 上午 8:47 
base game stuff. gj !
daundre 7 月 27 日 上午 4:51 
This needs to be in the base game
Gaucho 7 月 27 日 上午 3:03 
Could you make it so that it is affected by country literacy as well?
Brätlihauer 7 月 26 日 下午 11:34 
Thank you for addressing this! I always thought its very unrealistic to just switch PM for an entire country without any consequences
Dubbe  [作者] 7 月 26 日 下午 11:28 
@Sunsphere: Have you a suggesstion how this problem could be solved? Basically it should crash your local economy if you switch a large factory to a pm you have no expertise.

My suggestion to counter this effect is: There are three techs that reduces the effect of the malus. They should also reduce the base duration (180 days) of it. On top of that, i'm looking into, how to make it possible that you could "prepare" a pm change. Once the preparation is done, the building changes to this pm automatically without malus. You say that the early game works very well. How about locking this preparation features behind a tech?
Phoenix Nebula 7 月 26 日 下午 9:14 
Oh this is a cool concept. I hope once it's stable it can be made compatible with Heart of Appalachia in the future.
Sunsphere11 7 月 26 日 下午 8:35 
I like the idea of the mod and I think it works well early game. However in the late game I started running into some issues where the penalty for production changes made it impossible to switch large factories over without crashing the local economy.