Victoria 3
60 人が評価
Grey's Ranch Production Rework
   
アワード
お気に入り
お気に入り
お気に入りから削除
ファイルサイズ
投稿日
更新日
1.848 MB
2024年12月28日 22時19分
10月2日 4時25分
14 項目の変更履歴 ( 表示 )

サブスクライブしてダウンロード
Grey's Ranch Production Rework

MasterOfGrey 作成の 4 件のコレクション
Grey's Little Reworks
11 アイテム
Grey's Essential Recommendations
45 アイテム
Grey's Starter Pack
28 アイテム
Basic Resources Pack
3 アイテム
解説

(and onwards)
[github.com][discord.gg]
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.8.6
*EXISTING SAVES: LET THIS RUN FOR A WEEK BEFORE LOOKING AT YOUR BUILDINGS.

This mod is a complete overhaul of the Ranches building, with the goals of having dynamic production options that are capable of making the ranch actually viable.
It is intentionally limited in scope to the ranch to be maximally compatible with other mods.

It also has a way for ranches to produce 'silk' (i.e. fine fabrics) - representing high quality textiles such as cashmere and merino wool, which are better described as luxury fabrics.

Among other things, this means that some nations that were historically viable almost solely due to their animal herding skills will be able to avoid abject poverty.


This should be compatible with almost anything other than major alternative ranch reworks.

This mod does tweak pop needs a little bit, to bring in compatibility with Pop Demand Tweak while still sorting the overall balance - if you're using a mod with alternative food products, that *may* need to be patched depending on how they've done it. The building itself is dynamic enough to work with alternative pop needs mods as long as they themselves are done sensibly.

It is compatible with VTM and AI mods, etc.

I recommend pairing this with Fertilised Plantations and Other Agricultural Tweaks


Can you add <insert language> localisation?
If you send it to me I will add it.


Language Support:
Unless Credited below: Localizations are done by Machine Translation!
-> Replacements are welcome from anyone!

Credit will be given to to providers of localisation content:
  • n/a

Other Translation Mods:
Independent Vietnamese Translation: [Vietnamese] Grey's Mod

#Production #Ranch #Rework
#Products #Meat #Groceries
#Fertilizer #Fertiliser
#Textiles #Silken Cloth
You can support me on Patreon: [patreon.com]
88 件のコメント
MasterOfGrey  [作成者] 10月17日 5時48分 
@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 5時46分 
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 5時38分 
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  [作成者] 10月4日 13時57分 
They’re just the vanilla goods. I overwrite their localisations in the replace folder
Kaiser AVH 10月4日 12時54分 
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  [作成者] 10月1日 14時14分 
Well that’s new and super weird.
Stryker 10月1日 11時00分 
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 10時51分 
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  [作成者] 9月29日 16時17分 
It is literally the first thing in the description
Kaiser AVH 9月29日 13時26分 
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!