Victoria 3
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Grey's Ranch Production Rework
   
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1.848 MB
2024년 12월 28일 오후 10시 19분
2025년 10월 2일 오전 4시 25분
업데이트 노트 14개 (보기)

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Grey's Ranch Production Rework

MasterOfGrey님의 4 모음집
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(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Originally made for: Version 1.8.6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]
댓글 88
MasterOfGrey  [작성자] 2025년 10월 17일 오전 5시 48분 
@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 2025년 10월 17일 오전 5시 46분 
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 2025년 10월 17일 오전 5시 38분 
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  [작성자] 2025년 10월 4일 오후 1시 57분 
They’re just the vanilla goods. I overwrite their localisations in the replace folder
Kaiser AVH 2025년 10월 4일 오후 12시 54분 
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  [작성자] 2025년 10월 1일 오후 2시 14분 
Well that’s new and super weird.
Stryker 2025년 10월 1일 오전 11시 00분 
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 2025년 10월 1일 오전 10시 51분 
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  [작성자] 2025년 9월 29일 오후 4시 17분 
It is literally the first thing in the description
Kaiser AVH 2025년 9월 29일 오후 1시 26분 
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!