Victoria 3

Victoria 3

Locomotion: Land, Water, & Air
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Update: 26 Apr @ 6:13pm

2.5.1
Tweaked AI subsidies handling logic to be more conservative about when to enable or disable subsidies for Shipping Lines & Financial Exchanges to help them avoid getting trapped in debt spirals because they try to subsidize these buildings in states where transportation and/or services are expensive

Update: 11 Feb @ 7:07pm

2.5.0
  • Updated for 1.8
  • Waterways have been split into two buildings
    • Canal Waterways act mostly like the original Waterways, where they can be constructed in places with ocean access or adjacent to states with an existing waterway with ocean access or a river trait.
    • However, Canal Waterways are significantly expensive to construct.
    • New Natural Waterways can only be constructed in states with a river state trait, but are significantly cheaper to build
  • Added starting waterways to represent traffic on the Elbe and Yangtze Rivers.
  • Logistics Hubs now have a unique, static-price good called Local Connectivity. Doing this allows for simplification of certain math logic driving the Logistics Hubs.
  • Updated Logistics Hubs formulas to try to set their output to hit a profitability target of 15.
  • Added an AI-only construction helper to make them construct an appropriate Transportation-generating building for their current economic & technological situation in states where they're experiencing severe Transportation shortages.
  • Rebalanced PMs for all buildings to improve or smoothen out profitability and reduce labor.
  • MAPI overhaul: Declaring bankruptcy now causes a -30% throughput malus on Shipping Lines and Financial Exchanges instead of a -10% national MAPI malus.
  • Shipping Lines and Financial Exchanges PMs have been tweaked to have more of their MAPI scale with their level in order to make the aforementioned bankruptcy modifiers functional
  • For modders:
    • Filled in the "id" field in the metadata
    • Added an "LLWA_is_active_trigger" scripted trigger

Update: 27 Oct, 2024 @ 3:08am

2.4.1
Hotfix to delete some lingering debugging code

Update: 27 Oct, 2024 @ 1:41am

2.4.0
  • Created a new Transportation for Infrastructure feature
    • Similar to the MAPI overhaul, it is controlled via a game rule which is disabled by default
    • If enabled, a special building named the Logistics Hub will be automatically created in states with any amount of Infrastructure Usage.
    • The Logistics Hub will buy Transportation to match the current amount of Infrastructure Usage in its state.
    • It sells Market Connectivity, the same static-price good driving the MAPI overhaul buildings. The amount it sells grows and shrinks automatically over time to help the building keep up with wages when it needs to but otherwise minimizing impact on investment pool contributions.
    • This helps to solve one of the biggest flaws of Railways (and other infrastructure buildings): the primary reason for constructing them, Infrastructure, earns them no revenue directly. In most cases, this leads to needing to subsidize infrastructure buildings, which can be a significant cost on developed economies. By having buildings indirectly pay for their infrastructure usage, infrastructure buildings now have an easier time remaining solvent.
  • Base and refining (purple) PMs for Shipping Lines and Financial Exchanges have been rebalanced to make these buildings not print massive amounts of money when the refining PMs weren't active - no more 20k pounds/week magically appearing in the British investment pool at game start
  • Improved performance and compatibility of certain logic that aided the AI's interactions with LLWA - a notable consequence of this is that AI strategies are no longer overwritten, boosting compatibility with mods like Kuromi's AI (the compatibility patch for it is no longer required!)
  • Fixed the private expansion PMs in Shipping Lines and Financial Exchanges not having any effect
  • Fixed the new Joint Trains PMs added in 1.7 being erroneously omitted from Railways

Update: 12 Jul, 2024 @ 3:30pm

2.3.2
Fixed starting Shipping Lines and Financial Exchanges not getting destroyed when starting a new game with the MAPI overhaul completely disabled

Update: 28 Jun, 2024 @ 10:31pm

2.3.1
Fixed AI strategy not recognizing Financial Exchanges and Shipping Lines

Update: 28 Jun, 2024 @ 9:41pm

2.3.0
  • Updated for Vic3 1.7+
    • Due to a technical limitation, all Shipping Lines (if MAPI overhaul is enabled) and Roadways at game start will be government-owned, but during testing the AI seems very willing to privatize them all.
    • Starting Financial Exchanges (if MAPI overhaul is enabled) and Waterways at game start will have various ownership statuses to reflect their historical statuses
      • Financial Exchanges are all workforce-owned
      • Most Waterways representing constructed canals will be government-owned, except those in Britain, which are Financial Sector-owned
      • Waterways representing traffic on existing rivers will be workforce-owned
    • Russia now has Waterways in Yaroslavl, Nizhny Novgorod, Cheboksary, and Samara
  • Aerodromes using the Aeroplanes and/or Passenger Flights PMs will now receive an unscaled +5 Migration Attraction boost from each PM (for a total of +10 if using both) for the state they're built in

Update: 17 Jun, 2024 @ 3:53pm

2.2.3
Rebalanced Aerodrome base PMs to not lose money

Update: 24 May, 2024 @ 1:18am

2.2.2
The logic that handles updating the modifier that corrects the national MAPI to the baseline now also executes upon an institution level change in order to promote compatibility with some other mods (e.g., Better Politics Mod)

Update: 17 May, 2024 @ 5:43pm

2.2.1
  • MAPI overhaul is no longer enabled by default
  • Shipping Lines and Financial Exchanges have been rebalanced to significantly reduce the input goods required; one maxxed Shipping Lines building's demands should now be able to be covered by ~20 levels of Railways on Electric Trains or similar
  • Roadways are now created in all incorporated states of all non-decentralized nations at game start
  • If playing with the MAPI overhaul enabled, Shipping Lines are now generated in all states that have roadways at game start, and their levels now scale upwards if the state also has railways and/or waterways to help soak up the additional Transportation output
  • Roadways have been reworked to help alleviate profitability issues and to give them a more unique use
    • Input goods have been tweaked:
      • Wagons - Fruit no longer required
      • Steam Trucks - Reduced Engines per level by 1, increased Coal per level to 4
      • Electric Trucks - Increased Enginers to 2, reduced Electricity to 4
      • Petrol Trucks - Reduced Automobiles and Oil to 4 and 2, respectively
      • Passenger transportation PM counterparts have been similarly changed
    • Employment levels have been significantly reduced:
      • Hand Carts now hire 2000 laborers (down from 5000)
      • All other PMs now hire a combined total of 1000 laborers and machinists per level (down from 4000)
      • Shopkeepers and Clerks hired by base PMs have been reduced to 250 (from 500)
    • Transportation output has been increased
      • Hand Carts, Wagons, and Steam Trucks now output 20 per level (up from 5, 10, and 10, respectively)
      • Electric Trucks now output 30 per level (up from 20)
    • All base PMs now increase Maximum Infrastructure from Population and Infrastructure from Pop Automobiles Consumption
      • Hand Carts & Wagons provide +25 Max Inf. from Pop, +2.5 from Automobiles Consumption at level 50
      • Steam Trucks provide +50 Max Inf. and +7.5 from Automobiles at level 50
      • Electric Trucks provide +75 Max Inf. and +7.5 from Automobiles at level 50
      • Petrol Trucks provide +100 Max Inf. and +10 from Automobiles at level 50
    • Infrastructure output has been tweaked:
      • Hand Carts, Wagons, and Petrol Trucks are unchanged
      • Steam Trucks output 20 per level (up from 15)
      • Electric Trucks output 15 per level (down from 20)
    • Summary:
      • Roadways should require less in subsidies (or possibly none at all)
      • Steam Trucks have been buffed a little to better reflect their historical utility, especially for hauling freight loads
      • Electric Trucks have been nerfed a little but are given better Infrastructure from Pops stats to reflect their historical utility in and around urban areas
      • Roadways in general should be seen less as a primary source of infrastructure, and more as a supporting building that can help alleviate infrastructure needs in highly populated regions, especially with more advanced base PMs