Victoria 3
[1.9] Economic and Financial Mod (E&F) - V4
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Actualizare: 29 mart. @ 13:50

### Patch Notes Update V.4.0.2

#### Fixes
- Fixed an issue with monetary overproduction Previously some countries accumulated a large amount of their own currency in the reserves of a foreign central bank artificially increasing their national wealth Now in cases of overproduction the affected currency's value will automatically be set to 0 limiting the impact on central banks holding this currency
- Fixed a bug in the calculation of the amount needed to buy a foreign currency via Forex When a currency was pegged to silver the gold parity was incorrectly displayed and used in the calculation instead of the silver parity This is now fixed
- Fixed an issue where buildings added by the E&F mod started without employees They will now start with a full workforce
- Adjusted the financial center subsidy mechanism Previously financial centers were subsidized if their occupancy fell below 75 This mechanic now applies only to the AI and no longer to the player
- Added new textures and text for colonies and chartered companies in the subject management panel

#### Various Improvements
- Reworked silver mines Previously silver mines were hardcoded into map_data causing incompatibilities with mods that added new resources through this file Now the maximum number of silver mines a state can own is determined by a modifier applied to the state
- Changed the way silver mines are constructed In earlier versions many silver mines were queued for construction via private construction at the start of the game Now they will be directly created However some countries such as Russia will still have a few mines pending construction
- Removed the urban center currency consumption and reintroduced the pop need for currency and financial products This adjustment stabilizes currency demand

#### Regarding the Private Construction Sector PCS
- Until now PCS was an unbalanced feature The way construction is handled in Victoria 3 is costly and slow which penalizes countries Increasing construction points and privatizing the system reduces costs and speeds up construction while also making it dependent on the private sector with both benefits and drawbacks
- The current issue is that PCS levels up too quickly generates too many shares and eliminates CS Construction Sectors too fast making them obsolete To address this PCS level caps will now be determined dynamically This change ensures CS remain useful during the first 20 to 30 years of gameplay

#### PCS Improvements
- Every country with a financial center will now start with a level 5 PCS in its capital
- Disabled automatic PCS creation every year based on the number of CS
- Introduced a PCS level cap per state based on
- The number of Urban Centers in the state
- The Base Rate Percentage
- If the Base Rate Percentage is 1 or lower the PCS max level equals the number of Urban Centers
- If the Base Rate Percentage is 10 the PCS max level is 1
- The maximum PCS level a state can support will be displayed in the potential resources tab of the state information panel
- The maximum and actual levels may differ due to Base Rate Percentage increases depopulation or deindustrialization

Actualizare: 22 nov. 2024 @ 17:28

Hotfix

Actualizare: 22 nov. 2024 @ 10:48

Hotfix

Actualizare: 22 nov. 2024 @ 7:29

update for 1.8

Actualizare: 18 nov. 2024 @ 16:10

Actualizare: 20 iul. 2024 @ 10:55

Actualizare: 11 iul. 2024 @ 11:43

3.6.3: some fixe:

- removal on the defines file the file 00_ef_test_defines.txt, which creates a very large number of save for my test
- adding leading_currency_type modifier and x_reference to the country which has a central bank at the start of the game so that the money_value of forex is defined from the start of the game so that the player or the AI ​​can exchange currencies as soon as the start of the game
- this also allows you to have a valid interface for the money supply in the economy tab of the budget panel
- addition of :
trigger = {
not = {
has_variable = coal_release_quantity
}
}
at events:
101_ef_on_create_market_variables_economy_event
101_ef_on_create_market_variables_financial_event
101_ef_on_create_market_variables_stockpile_event
102_ef_on_create_market_variables_state_event

this avoids the reset of all values ​​the first month of play with the mod Gilded Age: Historical Flavor

Actualizare: 10 iul. 2024 @ 12:34

3.6.2: if you want to see the change log go to discord (it's too big for here)

Actualizare: 10 iul. 2024 @ 12:22

Actualizare: 10 iul. 2024 @ 10:28