Victoria 3

Victoria 3

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Fertilised Plantations & Other Agricultural Tweaks
   
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11 Aug, 2024 @ 3:57am
23 Jul @ 12:42am
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Fertilised Plantations & Other Agricultural Tweaks

Description
This mod changes plantations to replace their Automatic Irrigation PM with one that uses Fertiliser with tweaked output ratios to be close to the Soil-Enriching Farming/Fertilisers PMs from farms.

Meanwhile the Automatic Irrigation PM has been moved to a separate group of the following:
- 'Basic Irrigation' (default, does nothing)
- 'Manual Irrigation Pumps' (half the base game PM but using Tools instead of Engines)
- 'Steam Irrigation Pumps' (the base game PM, but only 3 Engines as it also requires 4 Coal for the same base cost of goods)
- 'Diesel Irrigation Pumps' (the base game PM, but only 3 Engines as it also requires 3 Oil for the same base cost of goods)

Other Tweaks:
- You need Improved Fertilisers to use the Fertiliser PM for plantations and Mechanical Tools to use the Manual Irrigation Pumps PM.
- Plantations can now use harvesting PMs
- Farms can use the new Irrigation PMs, though this is intentionally not as profitable when producing Grain as it is on plantations.
- Due to how the new Irrigation PM swaps Labourers for Machinists, combining all the available labour reduction PMs you can reduce the number of Labourers below 0. This has no effect and the overflow is wasted, so using all the PMs at once does have diminishing returns.
- The Tools PMs now replace some of the removed Labourer jobs with Machinists, to represent that someone needs to manage the new machines (and unlike trains a separate building isn't providing them).
- Tractor PMs now use automobiles instead of engines.
- An additional automation PM (Cropdusting) has been added that uses aircraft. All credit for the idea/code/graphic for it goes to MasterOfGrey as it is taken from their mod with permission.
- I've given the Vineyards secondary PM back to Wheat/Maize Farms and likewise given Rice Farms their Mulberry Groves PM that presumably existed at some point during development. These are intended to add variety for goods sources like Potatoes currently do for Rye Farms. Mulberry Groves requires the Sericulture tech (unique to Qing/Japan/some others), if you lack it they won't appear as an option.
- Two additional secondary PMs, Aquaculture and Palm Groves, have been added to Rice Farms and Millet Farms respectively. The former produces Fish, the latter produces Liquor and Oil. This should add some variety to early agriculture and in the case of Aquaculture also offset the 1.9 bug that causes Chinese pops to choose voluntary starvation over eating grain due to a lack of Fish in their market.
- To help offset the new increase in fertiliser demand, Logging Camps now have a variant PM in the Hardwood group that lets them produce fertiliser (aka Potash). I've also given them a similar PM here to produce coal (aka Charcoal). These PMs are really only for the early game/minor nations, they produce such small amounts that you'll still need to find other sources.

Compatibility:
- This only overwrites parts of the files for Farms/Plantations/Misc Resource (Rubber Plantations), it should be compatible with any mod that doesn't replace these specific buildings.

Recommended Other Mods:
- [1.8] Multi-line Production Methods Framework, it's not 100% required, but without it you may find the trains PM for farms is under the expand building button and a bit harder to click.
- Grey's Ranch Production Rework, this mod doesn't modifier ranches (and if it ever does it's a bug that's happened before and I'll patch it) and Grey recommends pairing this one with his.
- Grey's Military Industries Rework, because you might find yourself needing a lot more automobiles. There is some overlap with the tractors change and Cropdusting especially (as the latter is taken from that mod) but I use them together and this doesn't seem to cause an issue.
- Grey's Food Industries Rework, it's not directly complementary (I believe) beyond being agriculture adjacent, but if you want to make a agriculture empire then it's a good addition to this.

Notes:
- If you want to keep using Engines instead of Automobiles for Tractors and/or are running a save where the change will crash your economy, see the fork here
- With the recent update to fix the spelling of the mod name, some saves with have an error that it can't find the mod (because it's looking for the old spelling with the typo). As long as you have the mod still enabled, this can be ignored with no issue.
26 Comments
Carolean  [author] 13 Jul @ 5:52am 
Updated it, mod should now have the basic localisation (as I copied over the default English localisation as is for the other languages).

Some of the names will probably be in Chinese because they draw from the same localisation as a base-game production method (eg: all the harvesting ones sans Cropdusting do), the rest will just be in English but at least it shouldn't be the string of code you were seeing previously.
CY-RPG 13 Jul @ 4:57am 
Hi, I am playing the game in chinese. The production methods' name become "pm_xxxx_xxxx". Can you please make a tweak to make it shows the proper names (in english)?
Carolean  [author] 17 Jun @ 11:37pm 
The mod should now work for 1.9, all that needed changing seems to have been copying the balance tweaks Paradox has made to farms.
MasterOfGrey 3 Jun @ 7:45pm 
Fantastic, love to hear it. :)
Carolean  [author] 3 Jun @ 7:42pm 
It should still be supported, I'm planning to start a new playthrough when 1.9 drops so I'll probably update it quickly.
MasterOfGrey 3 Jun @ 7:19am 
Heya, just wanted to check in with 1.9 coming soon. Will this mod be supported if there are any updates needed from the next patch?
Carolean  [author] 24 Mar @ 7:40pm 
Thanks for the heads up! This should now be fixed.
Zanko Hale 24 Mar @ 1:06pm 
Maize farms are missing their Train production methods, theres a typoe in production_method_groups/z_fpoat_agro: pmg_train_automation_building_maize_far which I'm assuming should be pmg_train_automation_building_maize_farm.

Otherwise, fantastic mod, love it
GAMERFANAT1C 5 Mar @ 6:46am 
I changed it to just require compression ignition.

Outside of maybe a challenge run where you specifically don't research pumpjacks, you'll never research compression ignition without pumpjacks as you need pumpjacks to produce the large amounts of oil needed to use diesel pumps. Compression ignition is also two tiers higher than pumpjacks, making pumpjacks a soft prerequisite of compression ignition anyway.
Carolean  [author] 4 Mar @ 8:23pm 
Yeah, I noticed that in my new playthrough last night after updating the mod. Unfortunately I have no idea how to make them both required rather than either/or, so for now I'm just leaving it as is until I work out how.

If someone does know how I'd appreciate any suggestions though :)