Victoria 3

Victoria 3

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Expertise for Production Methods
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23 Jul @ 9:00am
26 Jul @ 4:41pm
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Expertise for Production Methods

Description
Expertise for Production Methods

Have you always been bothered by the fact that switching production methods in hundreds, if not thousands, of building levels happens instantly and without any downsides? Or that an old production method becomes instantly obsolete as soon as a new one is researched?

This mod aims to fix that by introducing a bonus for long-used production methods and a penalty for switching to one you have no experience with.

Expertise
This mod introduces a new modifier for each (relevant) production method: Expertise. Expertise represents the general experience of workers with a given production method and ensures that building efficiency increases with long-term use. Expertise also reduces the downsides of switching methods. The higher the expertise for a PM, the shorter and weaker the penalty a building receives when switching to another PM.

Expertise is gained automatically when a PM is used. The more building levels use a PM, the faster expertise grows. If no building uses a PM, expertise will slowly decline.

When granting investment rights to other countries, you benefit from their expertise. Each month, you receive a bonus to your expertise growth based on the difference between your own expertise and that of the other country. This also applies to production methods you haven't unlocked yet.

Expertise in production methods whose technologies you haven't researched yet also grants monthly progress toward unlocking those technologies. So, investment agreements with advanced countries are definitely worthwhile!

Languges

Upcoming Features
If a country has expertise for PMs it hasn’t unlocked yet due to missing technologies, it will receive a monthly research bonus toward the relevant technologies in the future. - Done, but no currently no presentation in UI - Also done
There will still be a need for balancing, and performance can also be improved.

Known Issues
Since some buildings use the same PMs, expertise calculation for those methods is a bit odd. This mainly affects plantations and, to some extent, mines.

Currently, there is no compatibility with other mods that change or add production methods. This will be implemented once the mod reaches a more stable state. The current version can be considered “alpha”—I have only done very superficial testing, and there will certainly be issues here and there.
Popular Discussions View All (1)
0
23 Jul @ 11:20am
ideas and suggestions
Dubbe
15 Comments
Phoenix Nebula 2 hours ago 
Oh this is a cool concept. I hope once it's stable it can be made compatible with Heart of Appalachia in the future.
Sunsphere11 2 hours ago 
I like the idea of the mod and I think it works well early game. However in the late game I started running into some issues where the penalty for production changes made it impossible to switch large factories over without crashing the local economy.
Dubbe  [author] 6 hours ago 
@Lord Bowser: Thanks for reporting. I pushed a fix for this bug a minute ago!
Lord Bowser 8 hours ago 
This is a great mod! I believe I have found a bug: The technology spread through investment rights seems to break when the cap is reached: Starting as Spain, I did a lot of investment pacts, getting the spread for mechanized tools to 260 (my cap), but the technology doesn't actually spread into the tech. The techs below 260 spread on the first of every month. Or did I misunderstand how that spread is supposed to work?
NotokBoomer🍅🦝 10 hours ago 
Great concept, this also reminds me of how production efficiency works in hoi4. Maybe we can take sone ideas from there? For instance maybe an efficiency cap to a PM (say keeping the same PM can only gradually raise efficiency to a bonus of 10% max), then with sone particular technology or laws the efficiency bonus cap becomes 20%, even without changing the PM.
Dubbe  [author] 12 hours ago 
Thanks at all for your feedback.

If possible please let me know what you think about the current balancing.

How affects the technology progress from expertise of PMs you did not unlocked yet your backwards country?
How do you think about the bonus of expertise? Too high or too low?
Is Throughput the right bonus or should it someting other or additional?
How do you think about the malus for switching PMs?
Have you some other ideas how expertise can affects the gameplay?

Thank you!

@comecocos0 There is no easy way to make it compatible with other mods that add new goods but i'm looking for a solution.

Multiple malus modifiers should not be possible. I will take a look at this.
comecocos0 13 hours ago 
Great idea that I wish was in the base game. I noticed that you can cripple yourself with multiple maluses if you switch back and forth between PMs, is there a way to limit that? Also would be cool if you could make it compatible by default somehow with other mods that add new goods, if even possible. Awesome stuff in any case!
zarathustra 0211 15 hours ago 
PDX should literally copy this into the main game
Chatten 18 hours ago 
This is such a cool idea. Very well done
Javedery 20 hours ago 
Amazing MOD!I think pdx should hire you