Victoria 3

Victoria 3

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Economic Tweaks Mod
   
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26 Oct, 2022 @ 12:31am
23 Nov, 2024 @ 1:21pm
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Economic Tweaks Mod

Description
Mod is updated for version 1.8.

This mod raises credit limits and decreases interest rates.

In developed capitalist nations credit limit will exceed GDP significantly, in traditional economies it'll be only a little higher or the same as the GDP and in command economies it'll likely be lower.

How does this work?
The base amount of credit limit in the base game is 100000 plus 5% of GDP. I've changed this to just 50% of GDP.
I've doubled the cash reserves of financial districts. Since they're financial districts, they should give more credit. Company headquarters have had their cash reserves increased a bit as well.
Now, as you develop your economy your credit limit will increase dynamically.
If you're industrialising the amount of financial districts will increase and you'll have more people to borrow money from. Prosperous and large companies will contribute alot to keeping your government's expenses paid. If you get rid of capitalists you'll have less people to borrow money from, so your credit limit will decrease.

To allow these higher credit limits to be feasible without debt spiral, interest rates have been rebalanced. No country's interest rate should exceed 20% in this mod.

This mod is incompatible with my Influence Rebalance Mod.

For the version that includes features from the Influence Rebalance Mod go here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3275265516

To all mod creators, go ahead and use this in your total conversion mods and what not, all the buildings blocks of the first mods should be brought together to make something truly great.
32 Comments
Mr. Bones  [author] 23 Nov, 2024 @ 1:25pm 
Mod still worked with 1.8 before, but I decided to update it to slightly increase Company Headquarters cash reserves and remove unnecessary legacy code for better compatibility with other mods and future updates.
Ed Balls 26 Jun, 2024 @ 10:08am 
cool
Mr. Bones  [author] 25 Jun, 2024 @ 8:25am 
I've done a major rework of the mod. It should be smaller and simpler now, but also more dynamic and complementary to the new update.
大黄太阳枪 25 May, 2024 @ 6:21pm 
Yeah, i've been using the patch. I will go into the modifiers text file and remove the line you mentioned and see if it works. Thanks for the help, and your mod is very fun to play with, cheers.
Mr. Bones  [author] 25 May, 2024 @ 1:14pm 
I have investigated IAU's files. The mod itself adds a static modifier which makes interest rates 20%. You could go into the mod's files using the launcher. Go to "All installed mods" click the three dots to show in folder and go into the modifiers folder. In there open iau_modifiers.txt and remove the line "country_loan_interest_rate_add = 0.2" and it should work.
Mr. Bones  [author] 25 May, 2024 @ 1:36am 
Are you using the IAU 1.6 Patch by James1230? The innovation actually useful mod is outdated without it. 20% is the vanilla game's base interest rate I'm pretty sure, so its like IAU has overwritten the entire defines file and has given their defines file a name that is higher in the alphabet than mine or that they set it as an overwrite in their metadata. I'll have to investigate this in the morning.
大黄太阳枪 24 May, 2024 @ 11:13am 
Please disregard my previous comment, it was not true in any capacity. I must apologize for the oversight, I did minimal testing and came to a woefully wrong conclusion. My issue stemmed from an absurdly high interest rate, which now I understand: I had two mods that somehow overrode your mod and changed the base interest value to 20%.
Those two mods are:
1. "(1.6) Industry Expanded"
2. "Innovation actually useful".
I don't know why they override your mod even if I put your mod lower on the loading list in the launcher though. I don't plan using Industry expanded, but I am fond of the second mod, do you have any ideas how I can make it work with yours?
Mr. Bones  [author] 24 May, 2024 @ 7:58am 
Nothing has changed, I've just lowered the numbers that were already set in the mod. What this mod does is changed the base interest rate to 7, and then scale up from there for secondary powers, minor powers, unrecognized majors, etc... I don't think its a good idea to use multiple economy mods together, especially if they all try and alter the same part of the game. If you tell me which mod specifically I might be able to give a better answer or even make a compatch.
大黄太阳枪 23 May, 2024 @ 12:58pm 
Seems like the mod removes interest rates based on power status? I understand the concept, but not better tweak the numbers instead of removing the modifier all together? The reason is compatibiity, your mod is less compatible with other economic mods that touch on interest rates. This did not happen before your update.
Mr. Bones  [author] 3 Jan, 2024 @ 8:18pm 
No can do unfortunately. Credit limit is decided by GDP and the amount of money stored in buildings throughout your empire. This could perhaps be possible for interest rates, but my mod is a simple one and doesn't have much player input aside from researching technologies to decrease interest rate, or building industries with large money reserves. You could get the bank mod and build a bunch of banks to raise your debt limit.