Victoria 3

Victoria 3

Anbeeld's Stockpile Economy
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Update: 10 Jul @ 2:57am

Version 1.1.5
- Compatibility with Victoria 3 1.9.5, all credit to ArcusDeus

Update: 15 Feb @ 9:49am

Version 1.1.4
– Added German translation by KushGene.

Update: 5 Jan @ 2:24am

Version 1.1.3
– Compatibility with Victoria 3 1.8.6

Update: 26 Jul, 2024 @ 7:44pm

Version 1.1.2
– Updated right_click_menu.gui

Update: 24 Jun, 2024 @ 10:33am

Version 1.1.1
– Basic support of Victoria 1.7, haven't figured out modding capabilities regarding ownership yet, so for now there are some issues like stockpile income being reduced by dividend modifier.

Update: 8 Jun, 2024 @ 1:35am

Thumbnail update.

Update: 8 Jun, 2024 @ 1:21am

Version 1.1
– Added new UI that allows for a much better control of stockpiling.
Main goods panel now has 2 sections. The first one contains all the settings that were available in the previous version, while a new second one allows you to change the default stockpile policy. Adjusting default settings affects all the goods that don't have some custom settings of their own, allowing to e.g. change maximum capacity for all goods in the market by pressing one button. There are also buttons to reset goods that have custom settings to default ones.
Next one on the list is the new UI for state goods panel specifically, which is the panel you can open by e.g. opening list of state local prices and then clicking a certain goods there. First of all, a new progress bar was added here that shows the stockpile in this state only compared to the whole country. But more importantly, a new third section is available here, which allows you to prioritize the state for receiving saving transfers and control which transfers it can get with the ability to set different settings for all goods. Explanation of stuff like how priority works is available via in-game tooltips.
– Capital fixed share in saving transfers is replaced with the state priority system. Instead of getting fixed share of the entire transfer, a prioritized state now gets its GDP multiplied by a certain modifier when calculating state transfer share, configurable with "State Priority Saving Share Bonus" game rule. Capital state is prioritized by default, but it can be changed by the player.
– Default setting of "Goods To Stockpile By Default" game rule is changed to "All Military" instead of "All Military, All Industrial" to prevent new users of the mod from destroying their budgets by stockpiling goods they don't necessary want. You can always adjust the game rule yourself once you figure out how the system works.
– Minor and major AI powers now stockpile less types of goods on some settings of the "Goods Stockpile By AI Countries" game rule, including the default one, to reduce the impact on budgets of AI countries.
– States with market access below 100% now perform calculation of how many goods they can buy for stockpiling considering the limitations of local supply and demand before setting up a new saving transfer, with the result used as maximum transfer the state will be able to perform.
– Minimum market access of a state that is allowed to participate in stockpiling is lowered to 25%.
– Remainder of transfer that wasn't distributed due to rounding etc. is now given to a country or state with highest GDP including modifiers instead of market owner and capital state respectively.
– Improved accuracy of transfer processing by moving all the reserve calculations to the state level.
– Fixed occupancy of stockpile building not being checked in transfer processing.
– Fixed spending transfers not checking if state is allowed to perform transfers by minimum requirements.
– Reworked how stockpile transfers variables are handled internally.
– Fixed stockpile options not working in the right click menu of trading route.
– Minor changes to various tooltips.

Update: 20 May, 2024 @ 8:59am

Version 1.0.2
– Fixed capital state not being checked for having market access, resulting in situations where you could stockpile goods out of thin air. In addition, stockpiling in capital state is no longer obligatory for saving transfers.
– There's now a decision to remove all the impact of the mod in a playthrough, which is required if you want to drop the mod and continue the save without it.
– Fixed oil and rubber counting as military goods in terms of priority.
– Lowered default AI settings very slightly and fixed some incorrect fallbacks for game rules.
– Added some comments to the code generation tool with more to come.

Update: 19 May, 2024 @ 9:29am

Version 1.0.1
– You can now stockpile goods while being junior market partner even if market owner doesn't stockpile these goods. Price targets and capacity are still dictated by market owner though.
– Country stockpile of junior market partners is now limited by current market stockpile target multiplied by market share of the country.
– Market owner saving fixed share and the game rule to adjust it were removed, vanilla-like market share is used instead now.
– Country stockpile bar is now shown for junior market partners even when they are the only country in the market with this goods in stockpile to avoid confusion, the same goes for the "Show states in our country only" tooltip.
– Adjusted and simplified AI priorities on which goods to stockpile and with what settings.
– Added a new game rule to control which goods AI countries can stockpile.
– In-game tooltips were partially rewritten to reflect changes from this patch.
– Fixed countries that are no longer allowed to stockpile still being included in market stockpile reserves.

Update: 18 May, 2024 @ 8:57am

Version 1.0.0