Victoria 3

Victoria 3

Not enough ratings
Tree Farms
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
312.604 KB
22 Aug, 2023 @ 6:10pm
10 Jan @ 8:49am
6 Change Notes ( view )

Subscribe to download
Tree Farms

In 1 collection by SpaceMan_Sp1ff
Spaceman Spiff's Playing Tall Collection
7 items
Description
Updated for 1.8

This mod adds a building that uses the same PMs as a logging camp but is restricted by arable land instead of logging sites.

However, for game balance, the tree farms are twice as expensive to build as logging camps. They also employee half as many people and consume half as many goods, while only being half as productive as a logging camp.

They do have the advantage of being able to grow 100% hardwood, unlike like logging camps.

See my other playing tall mods here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3043249817
I also made a Byzantium mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3043107495
22 Comments
Lulu 23 Jun @ 2:47pm 
Its all good, good mod, still work and does the job well.
SpaceMan_Sp1ff  [author] 23 Jun @ 6:14am 
I am not sure what AI code makes them build so many of these and I am not about to try and modify the AI. So it will be what it is.
Lulu 22 Jun @ 3:51am 
Dont get why an option is odd to you given the idea is that you choose what trees you grow.

The AI build a lot of theses instead of normal camps though, not sure why but they build them even if tey have plenty logging camps slot open.
Ummdustry 18 Nov, 2024 @ 5:05am 
the 100% hardwood option seems odd to me, given that IRL tree farming focuses mainly on softwood and old-growth forests are well known for their hardwoods. That aside I like the mod!
SpaceMan_Sp1ff  [author] 25 Jun, 2024 @ 10:26am 
Should work for 1.7. Let me know if there are any issues.
udkudk 2 Dec, 2023 @ 11:07am 
@SpaceMan_Sp1ff
Thanks for update
SpaceMan_Sp1ff  [author] 30 Nov, 2023 @ 6:18am 
@udkudk Updated. Thanks!
udkudk 28 Nov, 2023 @ 1:49pm 
If cash_reserves_max argument doesn't get used, game uses default one; which is 0. This breaks Auto Expansion
udkudk 28 Nov, 2023 @ 1:48pm 
Fix in here:

common\building_groups\01_tfarm_building_groups:
Add cash_reserves_max = 25000 to inside + bottom of bg_tree_farm {}. This fixes Cash Reserves not appearing.
udkudk 28 Nov, 2023 @ 9:07am 
@SpaceMan_Sp1ff
I noticed that, the 2 buildings that you created doesn't have Cash Reserves enabled. This causes problems with Auto Expansion. Auto Expand rules require 95% Cash Reserves, but the 2 buildings doesn't have any, so they never Auto Expand.