Victoria 3

Victoria 3

[1.8] Power Plants+
Showing 1-6 of 6 entries
Update: 16 Feb @ 10:57am

1.2.0
  • Updated for 1.8
  • PMs have been overhauled
    • Input & output multiplier modifiers have been replaced with flat inputs & outputs
    • The Generation Machinery and Power Distribution PMs have been reorganized to leverage new features added with 1.7 to (mostly) seamlessly show the appropriate PMs for Electricity vs. High-Voltage Power outputs
    • As a technical limitation: the Power Distribution PMs now have fuel-specific variants (only the ones related to the current fuel type are visible). Their existence is only really for technical reasons and serve no gameplay purpose beyond selecting whether a power plant generates electricity or HV power
    • Changing PMs en masse via the Buildings panel or the Building Registry can be a little finicky, especially the Power Distribution PMs. Changing the PM for one specific building will allow you to change them en masse from the Buildings panel/Building Registry.
    • Employment numbers have been tweaked for balancing
  • AI is now more capable of utilizing coal & oil for their power plants, and will upgrade to turbines as appropriate.
  • AI is now nudged towards utilizing power grids rather than building new power plants everywhere if they have power grids available.
  • Fixed an un-updated identifier in the Electrical Grid auto-expand logic potentially breaking the auto-expands with regards to comparing the local price of High-Voltage Power.
  • Renamed "Local Electricity" to "Local Serivce".
  • PM icons have been re-exported to optimize for quality and file size.
  • For modders:
    • Filled in the "id" field in the metadata
    • Added a mod scripted trigger for PPP

Update: 6 Jul, 2024 @ 11:29am

1.1.2
Added French localization

Update: 6 Jul, 2024 @ 3:16am

1.1.1
  • Updated for 1.7
  • Electrical Grid refining (purple) PMs now increase employment through adding a flat amount of employment slots per level as opposed to applying an unscaled multiplier
    • This should have no practical change on the gameplay (i.e., the numbers still end up being the same) other than the PM tooltips now properly showing the employment changes since the employment multipliers never tooltipped for whatever reason
    • Partially done because owners aren't hired by the building directly anymore
    • And also because the employment multipliers actually broke in this patch

Update: 26 May, 2024 @ 1:28pm

1.1.0
  • Electrical Grids now have a new "Distribution Capacity" PMG with PMs that scale the goods input & output and employment of the Electrical Grid building up in the same manner as the Generation Machinery PMs do for Power Plants
    • This makes it easy to quickly scale your grid up and down depending on the configuration of your Power Plants without needing to build an excessive number of Electrical Grids to keep up with the market
  • Reduced construction cost of Electrical Grids

Update: 24 Mar, 2024 @ 1:56am

1.0.1
  • Added basic autoexpand logic to Electrical Grids
  • Reduced employment in Electrical Grids by 60%

Update: 4 Dec, 2023 @ 9:10pm