Victoria 3

Victoria 3

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Concentrated Industry
   
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10 Jul, 2024 @ 9:30am
14 Jul, 2024 @ 10:54am
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Concentrated Industry

Description
In Victorian Era an absurd majority of global textile is exclusively produced in Manchester,

IMAGE 1 TO 3: THE TEXTILE MANCHESTER
" 1840. Manchester is booming. Its cotton industry is world famous. But life expectancy is just 26. The story of Victorian Manchester usually celebrates industrial expansion, technological advances and economic growth. There was, however, another side.
For ordinary people who worked in the mills and factories, life was hard; slums, disease, illiteracy, child labour, drinking and prostitution.
In those days, the state didn't provide people with any financial or material support. But others were moved by these appalling living conditions and decided to do something about it... "
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-discoveringbritain dot org


IMAGE 4 AND 5: THE MOTOR CITY - DETROIT, MICHIGAN

" Detroit has long been known as the Motor City, but how did the city earn its nickname and what does it really mean?...
...The Motor City was founded in 1701 by French explorer Antoine de la Mothe Cadillac and was captured by U.S. forces in 1796. Detroit would come to be known as the Motor City due to its association with the automotive industry."
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-fasteddiescarcare dot com

WELCOME TO CONCENTRATED INDUSTRY MOD PAGE!

As you may know, with MAPI and Autonomus Investment, construction and economical development is much better. But it's far from perfect!

One specific problem that was really grinding my gears was that there was no character to development. As states naturally develop according to laws of supply and demand they should be forming their own characters.

Michigan! Home of Ford! The Car State!

Something like that could never happen in current vanilla Vic3 because AI just simply sprays everything everywhere homogenously.

It's even baked in to the AI with specific `RANDOM` construction mechanics. Many of the construction logic literally has no logic behind it like the Wizard of Oz being just a dude behind a curtain.

This mod puts and end to this shameful display!

Gone are the days of random dice rolls deciding the fate of your beautifull states!

Gone are the days of everything getting sprayed everywhere like shiets hitting the fan!

FULL CHANGELOG:

It's a simple and elegant mod that does a few specific things.

All RANDOM construction AI incentives are set to 0

Construction Sector require LVL 5 Urban Center

All light industries require LVL 5 Urban Center

All heavy Industries require LVL 10 Urban Center

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As a result of popular demand I've made a non construction sector limit version of the mod Concentrated Industry.


Now this way people who like the mod but don't like the construction limit can use this one instead. Enjoy!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3287925452


JOIN MY VICTORIA 3 STREAMS

[www.twitch.tv]
15 Comments
GANK 28 Nov, 2024 @ 5:00am 
更新?
Gitmont y Cor 1 Aug, 2024 @ 11:16pm 
Awesome idea! Will this mod work properly with AI enhancment mods? Probably no :(
watchout 27 Jul, 2024 @ 10:08am 
How well does the AI perform with this mod? And how long does it take the AI to even begin to build up high pop states that aren't sufficient urbanized at the start of the game (e.g. most of Japan)? There are some concerning factors that I'm not sure how well the AI can cope with just by looking at the changes you made in the defines file.

Specifically: requiring 100k excess labor for a new building instead of 5k means that the AI will be wanting to keep around a ton of peasants; and requiring 25m pops in incorporated/10m in unincorporated states instead of 250k/1m for a new good to be introduced means that the vast majority of countries will never be able to introduce a new good they've unlocked through technologies or that they didn't already produce at game start.

Surely that is going to cripple the AI isn't it? I like the concept of the mod, but these changes seem massively penalizing for non-player countries to even begin to function properly.
Vantila  [author] 21 Jul, 2024 @ 12:52pm 
@player4 No I meant the building slots
Player4 21 Jul, 2024 @ 10:38am 
You don't really need to script it there is a max_construction_sector modifier that can be added to the level stat of urban buildings.
Vantila  [author] 21 Jul, 2024 @ 9:26am 
@Ellisten you gave me a scare for a moment :D because steelmills were the first one I prototyped :D

@Player4 and @Sunarian that's a great idea! I initially wanted to do slot allocations for urban buildings. Just like companies but I would need to do the whole gui and figure a way to script it and at the end of the day effort required / end result ratio was very bad on that one :D So I figured current implementation would be the simplest way to get something in that ballpark. But yeah next iteration would be just tie-ing construction to urban centers.:praisesun: :praisesun:
Ellisten 20 Jul, 2024 @ 7:53pm 
nvm sorry another mod was overwriting entire building groups file for fun lol :DDD
Ellisten 20 Jul, 2024 @ 7:09pm 
hi so i'm not sure if there's a deliberate reason for it but i noticed that the industry file in building groups permits construction of all industry if you have a level 5 urban center OR steel mill, and that the only requirement for steel mills is having steelworking, despite the industry file saying they require a lvl 10 urban center or a preexisting steel mill. i suspect that the industry banned clause below it is overriding your parameters for building them, and instead needs to be incorporated into the or statement you've written
Player4 17 Jul, 2024 @ 4:44am 
Would it be better to make Construction Sectors by amount of Urban Centers? at 15 have 3? at 50 have 10 etc, would be better and more accurate than this right now
Sunarian 15 Jul, 2024 @ 7:00pm 
Sorry if this has already been considered, but might it be more accurate to limit construction sectors with something like LIM = MIN(URBAN_CENTER_LEVEL, BASE_GAME_LIMIT)? Maybe ( urban_center_level / 2 ) + 1 would be better?