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Старые скрины, а мод - одна из версий мода Realistic Resource Distribution
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880531070
1. Will you tried - "When i open the building tab and try to change production methods from all of the buildings, i click at any icon and nothing happens." without mod?
2. I do not tested mod with Beta and waiting before release.
3. This mod do not change game GUI.
Here sub mod for opium PM
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2901772998
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2882898702
additional methods products:
https://drive.google.com/drive/folders/13uMZkyaqIP-_rbjWsPU-BSfVj7IYD7aM?usp=share_link
Opium production:
https://drive.google.com/drive/folders/1wYcJnYTqeZJkaBjGofUyOwzrI5aNCr0a?usp=share_link
It's here.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2901772998
Thank you!
Iron change to glass plz, they are all £40, but ethanol can't stored in iron unless it's equal or better then ss316 which haven't invented in 19th century yet.
unlocking_technologies = {
conveyors
}
workforce_scaled = {
# input goods
building_output_sugar_add = -10 #x30 = -300
building_input_glass_add = 5 # x40 = -200
building_input_tools_add = 2 # x40 = -80
# output goods
building_output_oil_add = 25 # x40 = 1000
}
level_scaled = {
building_employment_machinists_add = 300 # x1.5 = 450 laborer wages
building_employment_engineers_add = 100 # x3.0 = 300 laborer wages
}
This is mine for patent stills. Still testing.
1. More machinists for irrigation and less farmers. now need 2 engines. Output unchanged.
2. Changes for Ethanol PM. Shopkeepers swapped on clerks.
Both p.m. now using only 2/3 of their sugar production. Production of oil cut in half.
pm_ethanol_pot_stills
# input goods
building_output_sugar_add = -20 # x30 = -600
building_input_iron_add = 5 #barrels # x40 = -200
# output goods
building_output_oil_add = 10 # x40 = 400
Here i swapped tools on sulfur and steel on iron.
pm_ethanol_patent_stills
# input goods
building_output_sugar_add = -40 # x30 = -1200
building_input_iron_add = 5 # x40 = -200
building_input_sulfur_add = 5 # x50 = -250
# output goods
building_output_oil_add = 30 # x40 = 1800
Steel and iron represents not catalyst it represents barrels for transportation.
If so, you can use glass as barrels for transportation, cause ethanol can't use iron drums to contain because of the corrosion.
First time I balanced chain "oil from sugar" by base price for goods in production chain.
What about limit the ethanol output from 30 to 10 for pm_ethanol_pot_stills and 75 to 25 for pm_ethanol_patent_stills?And I just forget about the 2 →1 thing which just blow my mind to balance it, it never told us sugar and oil are using the same unit anyway. I balance it by base price like you did. What I'm thinking is to limit the oil output from sugar plantation so the mod won't make the game too unbalance. That will make these two new methods needs to still make sugar when producing ethanol.
@Sheik Jhalin Rabei
I plan to adding electric irrigation production chain for rubber in future.
First time I balanced chain "oil from sugar" by base price for goods in production chain.
1 level
sugar x30 = -900, iron 5x40 = -200 it costs -1100 and oil 30 x 40 (price) = 1200
Steel and iron represents not catalyst it represents barrels for transportation.
Shopkeepers are sale managers. Ok, I will change their on clerks for paper works and remove unnecessary engineers. Sugar is base product in production chain it cannot be removed.
I can cut oil output but it will make the plantation subsidized.
My idea for electric irrigation is not produce more goods, but produce efficient with less workplaces. I thought about adding engines but 5 is to costly. Maybe 2-3 engines and lesser workplaces
\SteamLibrary\steamapps\workshop\content\529340\2880255750\localization
folder name should be braz_por
and loc files should end _l_braz_por.yml
Victoria 3 loc folder is here
SteamLibrary\steamapps\common\Victoria 3\game\localization\braz_por
Delete the shopkeepers employment since the workers don't need to sell their ethanol by shop.
Only add 100 engineers in patent_stills for profit.
Add 500 machinists same as vanilla automatic_irrigation_building_plantation since the production of these plants have been increased. The machines still need their operators.
4.Electric powered irrigation for rubber
Just like the other plantations, rubber now have electric powered irrigation too.
Delete sugar part. Sugar(£30) is too expensive to make ethanol by 2 →1.
Change steel input in pm_ethanol_patent_stills to sulfur because industrial ethanol production method was found by Michael Faraday in 1825 and he used sulphuric acid to do so.
Add 5 engines for every automatic_irrigation_electric_building
2.Output
Oil output 30→10;75→25, changing method for sugar plantation is still profitable but the oil production by sugar plantations have been decreased to 1/3.
Each output of automatic_irrigation_electric_building has increase 1/4.
But I'm wondering is it too overpowered for sugar plantations can produce this much oil?
Because theoretically 1 ton of sugar can only produce 0.568 m³ Ethanol absolute.[C6H12O6 --(catalyzer)--> 2CH3CH2OH + 2CO2↑] In the meantime the pm which use oil is so powerful in this game, too much oil production makes game too easy.
I've made some changes to balance it. I will test the changes and if you think the changes are feasible I can send you the changed files.