Victoria 3

Victoria 3

Better Canals
52 Comments
I bim´s 2 May @ 11:25am 
Great mod but pls fix it. The chanals can be placed everywhere. Baden became a mayor power because it build the sues chanel in 1960 south germany XD
Urban79 29 Jan @ 1:47pm 
please update
scup 23 Dec, 2024 @ 4:02am 
The mod is broken. The canals can be built in every state.
AKUA 8 Dec, 2024 @ 12:14am 
@Serenisima This mod is essentially outdated now since 1.7. It is now a government building (like university) and you will pay for it no matter what. The canal currently is a joke until they rework the trade system.
Serenisima 22 Nov, 2024 @ 5:50am 
need update
hasyme 20 Mar, 2024 @ 5:02am 
can you allow government own the canal?
News_12 20 Nov, 2023 @ 10:29am 
Hey thanks for the update, its appreciated
daniel_pace 31 Aug, 2023 @ 2:00am 
Same problem as well
一日復一日 2 Apr, 2023 @ 2:52pm 
I have same problem : "Parsing Meta Data Failed"
I have already redownload it .........
SkyRipper  [author] 8 Feb, 2023 @ 11:32am 
@nucleic_acids i have no idea what that is, did you try google? i just did and found a reddit post about deleting the folder, cleaning the luncher cach then downloading the mod again, try that
nucleic_acids 8 Feb, 2023 @ 11:28am 
@Twisted Bliss I unsubscribed and removed it from my playlist, then downloaded it again, and it still showed as that.
Andy8258 29 Jan, 2023 @ 8:34pm 
can confirm i have the same issue as @nucleic_acids "Parsing Meta Data Failed" after multiple re downloads
SkyRipper  [author] 28 Jan, 2023 @ 7:40am 
@nucleic_acids no idea what that is, try re-downloading it.
nucleic_acids 27 Jan, 2023 @ 9:52am 
For some reason I keep seeing a "Parsing Meta Data Failed" notice on this mod and this mod only, is there some way to deal with that?
Bastykino 22 Jan, 2023 @ 9:40am 
better canals seul
Thadom570 26 Dec, 2022 @ 11:09pm 
Better Canals is included in Victoria III Improvement Collection 維多利亞三世改進系列 (V1.1.0 12/26/22). With 88 working mods. I provide you with the order list you just copy and paste, No sorting manual work needed, enjoy!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2882898702
Jhlee325 17 Dec, 2022 @ 9:11am 
can u make the other countries pay more to pass the canal?
tKitashiro 2 Dec, 2022 @ 6:02am 
Smiley 29 Nov, 2022 @ 9:15am 
@Twisted Bliss
Yeah, Paradox developed this game very badly. There are many other issues and problems in this game, but i still love it.
But yeah, Happy to help! Keep up the good work! :)
SkyRipper  [author] 29 Nov, 2022 @ 9:11am 
@Smiley ha ok i get it now, i always saw that additional and thought it was from the canal having production, ok thanks for the information :) really weird they made it that way lol
Smiley 29 Nov, 2022 @ 8:30am 
@Twisted Bliss

If you are talking about the 30K Money Additional Income you dont get that from your mod, you get that from the decision.

Here is an Image:
https://steamuserimages-a.akamaihd.net/ugc/1927006848360387922/83D795D2506DC5278DCD7AF5B0C1A1FCAA1BEFBC/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Where it says Weekly Balance +14K you do not get that money added to your treasury, because of a bug.

You can do a test make the building produce 100K Income dont add ownership shares and you will see you dont get the money added to your treasury. Only your Population can recieve that money. Because thats how they made the game

Hope this helps to undestand it better. And great work i love your mod!
SkyRipper  [author] 29 Nov, 2022 @ 7:48am 
@Smiley i just tested it and i think you might be wrong, i don't see any change, in my country balance i still get the "adicional income" from the suez canal so not sure what adding shares did or where in-game i can see it, i did add it just in case it does something i just not sure where you can see that in-game.
Smiley 29 Nov, 2022 @ 4:35am 
@Twisted Bliss If you dont add ownership shares to a building that produces postive income in the current state of the game, the income doesnt go anywhere.
You dont get it as a bonus to your treasury its just lost essentially, bad design from Paradox basically.
SkyRipper  [author] 29 Nov, 2022 @ 4:28am 
@Smiley what do you mean with disappearing? the canal pays wages and the money goes to the country.

To add what you said i would need to give the canals population ownership like other builds have like "publicly traded or privately owned", i will try it myself and add "government run" to see what difference it makes.
Smiley 29 Nov, 2022 @ 12:15am 
Hey man i highly suggest adding to the workforce modifiers of the buildings when producing services and transportation a: " unscaled = { building_capitalists_shares_add = 1 } "
Because at the moment all of the profits are just disapearing and no one is getting them.
zebbidee 23 Nov, 2022 @ 9:55pm 
@piddyx nope I incorporated it
piddyx 23 Nov, 2022 @ 8:37pm 
Maybe there are no profits because the area of the canal is not taxed.
zebbidee 23 Nov, 2022 @ 2:08pm 
An amazing mod that really reinforces the power of canals. Somethings bothering me a little though -- all my canals are turning a profit, but it doesn't go anywhere. Not into my budget, not into the investment pool, not into dividends. It basically just disappears. If you could add in production methods or something (maybe the same as the railroad methods) to fix that, that would be great.
SkyRipper  [author] 16 Nov, 2022 @ 1:56pm 
@Thadom69 your comment made me want to update the mod XD had the idea to give it different productions right after reading it.
Thadom570 16 Nov, 2022 @ 12:05pm 
This mod really took off since i first found it with 150 subscribers. I created a list of the 75+ best mods in the game right now which shouldn't be needed. With no cheaty mods, Better Canals is included thanks! subscribed!

"Mandatory Improvement Mods. 75+ 維多利亞 3 強制改進模組"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2882898702
oversizedspeedbump 16 Nov, 2022 @ 1:15am 
you should add minting to the canal to emulate the canal taxes levied against other nations who use it. I'd download if you did that.
SkyRipper  [author] 14 Nov, 2022 @ 5:57am 
@物自体 Hi, my mod changes the canals file in the folder "production_methods", so download this other mod and see if it changes that too, if not then it works.
阿纳克萨格拉斯 13 Nov, 2022 @ 3:57pm 
hi I want to use your mod but I don't know if can co-exist with the other one named "realistic population and resources".
maxalfuh 13 Nov, 2022 @ 6:53am 
Its crazy to me that they didn't add anything like a toll system at all to the canals in vanilla.
SkyRipper  [author] 10 Nov, 2022 @ 10:56am 
@Archduke of Nightmares yes correct i had to check inside the game to see it, it doesn't increase much anyway not noticeable, probably why i didn't knew about it, the Dev diary didn't talk about that.
Archduke of Nightmares 10 Nov, 2022 @ 10:17am 
That’s actually incorrect. Canals do have an effect on the amount of convoys needed. There is a convoy cost for having overseas markets within your market/customs union. The convoy cost is based on number of sea nodes between the port connections. The Suez can cut the the distance between East Africa and Europe by well over half, and Europe and Asia by close to a quarter.
SkyRipper  [author] 10 Nov, 2022 @ 6:25am 
@SuperCoolDude wrong, convoy use is based on the amount of goods, canal don't reduce their amount
taken from the dev diary "1. Currently, new Production Methods will increase the amount of convoys rather than reduce the number used. Generals can have traits which lowers their convoy usage." so Canals do not lower anything and there is no tech to lower either only give you more convoys

Enemies don't use canals and neither do you, naval invasion is always the same, 60 days, go play as Belgium for exemple and you will see that invading USA, India, China and Japan always gets the same amount of time, 60 days, no matter the distance or canals
soranya 10 Nov, 2022 @ 12:24am 
Are you sure that enemies can not use the canals during war?
SuperCoolDude 8 Nov, 2022 @ 4:15am 
Canals do give a benefit, just not listed in game at all.

Trade convoys use the canal, drastically reducing the amount of convoys you need for imports and exports through those areas.

It is worth the negative income from keeping the canal open, and during war your enemies can't use the canal and it can wreak their economy and delay them from reaching your provinces if they'd have to go through in initially in a naval invasion.
SkyRipper  [author] 7 Nov, 2022 @ 6:32pm 
@Rune Trantor i hate minting and static money, it's useless and should't even be in-game, economy is about pops, population, the way the canals are makes so pops work, it consumes things pops make and gives things pops use, that's economy, making an artificial minting value would give nothing to the pops standard of living, the Nation money is not important since if you play the game right you will always have more than enough positive to fill the treasury to max and if you do then you are not playing it right yet, if you have positive income then you are not building enough.
Rune Trantor 7 Nov, 2022 @ 3:40pm 
A minting bonus could be seen as an abstraction of the tolls maybe? Or hell, a static like '+10k gold', and we act like thats the profit regardless of how many nations are using it?
SkyRipper  [author] 2 Nov, 2022 @ 12:20pm 
@Scribe of Nekoti can't, this is a mod i can only use the modifiers in the game already can't make my own, there is no modifier for convoys nearby.
I have tried with 2 countries and seems balanced enough, you only get 500 if you fully staff the canal and it takes time to do so and compared to urban buildings and railroads the 500 services and transports from the canal won't be of much importance, at around 1880+ you should be consuming 7K or 8K of each if you are a big power so the 500 won't do any noticeable impact.

i did increase the use of tools and coal and added wood too.
Scribe of Nekoti 2 Nov, 2022 @ 11:47am 
Maybe +X% to minting for each convoy in nearby oceans?
no_way_jose 1 Nov, 2022 @ 7:21pm 
@WalterOlivos thumbs up for that, maybe we can calculate the same trade routes appears on both side of the canal to consider it as passing through canal.
Thadom570 1 Nov, 2022 @ 12:08pm 
Yeah building it early game gives you the best benefit the GDP for America in 1914 was 36.8 Billion so 200k-500k a week was nothing. But in lets say 1850, the in game 20K is amazing, not sure i'm just voicing my opinion, i could be wrong.
WalterOlivos 1 Nov, 2022 @ 8:26am 
i mean if thats what it really made then maybe you dont need to change, i dont know, the best scenario would be that the game calculates the trade routes and adds an extra tarrifs for the convoys/trade goods that pass the canal and that money goes to the owner, but i dont believe this is possible in the current game version
SkyRipper  [author] 1 Nov, 2022 @ 8:24am 
ha ok, yes maybe i will lower it, i will check in the game i'm playing now and see a better number for it, oh and btw the Suez canal made 200K to 500K a week at the time so the game is very bellow reality, the Suez today makes 15 million a day XD really insane how that 1 canal has become the go to for the world (mostly China no doubt)
WalterOlivos 1 Nov, 2022 @ 7:03am 
he means the balance of the building, 20k a week is a lot of money, maybe try and search how much money did the canals actually give the owners and change the ammount of goods based on that
SkyRipper  [author] 1 Nov, 2022 @ 6:47am 
@Thadom69 what do you mean 20K a week? should be only 500 a week on each like the image or am i missing something?
Thadom570 1 Nov, 2022 @ 2:43am 
Should probally lower it to around 150-200 transportation and 150-200 services. Seems a bit OP 20K a week.