Victoria 3

Victoria 3

35 ratings
No More Local Goods
   
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9 Mar, 2024 @ 5:47am
15 Jul @ 7:11pm
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No More Local Goods

Description
Removes services, electricity and transport from local goods, now they can be used across your states. No export though.

update 07/16: Mod should still work with 1.9, removed prestige bonus to be inline wtih vanilla

known issue: while functioning as intended, non-tradeable goods no longer show up in the market panel.

As of now paradox has partially(fully?) fixed the sustitution issue by adding a weight based on the state's GDP, but this can still be used if you wish to simulate service trade, tourism etc.


But Why?

Reference: https://www.reddit.com/r/victoria3/comments/yudc80/pop_needs_consumer_good_substitution_and_why_oil/

In Vicky 3, need categories can have different substitute goods. The amount of goods pops use is weighted by the trade volume (total sell volume and total buy volume before consumption) they can access. For non-local goods or if the need only uses local goods this works fine, pops will use the goods in proportion to its abundance, but when there is a cross over the non-local goods will take into account your whole country and thus have an advantage in trade volume.

This means pops will almost never use local goods as a substitute, so electricity is never used in heating, while inventing automobile and telephone will bankrupt your railways. Fine arts are spared only because you'd want to use it for art needs anyways.

Removing them from local goods is a temporary fix, ideally you'd want to either isolate needs so there is never any cross over, or even better tell Paradox to fix their broken system...
5 Comments
S. Erdem 21 Dec, 2024 @ 2:25am 
update
udkudk 12 Jul, 2024 @ 5:43am 
Excellent mod
Rayor 11 Jul, 2024 @ 4:22am 
good
☭Ⓐʳᵗ🅡🅣´꒳`ᰔᩚ 1 Jun, 2024 @ 6:19pm 
I guess you could consider it requiring power stations and cables
Yagami 14 Mar, 2024 @ 6:59pm 
The mod has a small problem. PMs using electricity still need local electricity to activate.