Victoria 3

Victoria 3

Immersive Additions: River Ports
16 Comments
Pterodactyl child 14 Nov, 2024 @ 12:24pm 
so i tried this mod on a new game on the newest patch of the base game, and i cannot build the river ports anywhere, because it says (at level zero) that the building is "at maximum capacity in [state]" do you know whats going wrong here or what im doing wrong?
Gelre  [author] 16 Aug, 2024 @ 1:32pm 
@Chaos Rising,
No problem at all, feel free to do so
Chaos Rising 16 Aug, 2024 @ 12:32pm 
Hello there! I have always loved this mod and am currently building a new mod framework/ modpack and was wondering if you wouldn't mind if I was to include this in it.
Gelre  [author] 17 Oct, 2023 @ 1:22am 
@Roein Go ahead though I don't know how compatible this mod still is with more modern versions of the game
Roein 16 Oct, 2023 @ 1:38pm 
Could I incorporate your mod into mine? River ports would make a great addition to the early development of canada :)
逗比小迷弟 23 Jan, 2023 @ 7:41am 
It would be better to add merchant ships
Grognerd 28 Nov, 2022 @ 7:28pm 
I would like to humbly suggest a new building for the Immersive Additions Collection: Guano Mines. Yes, basically bird shit. It was actually quite a hot commodity back then, in South America, and some Pacific and Caribbean islands, see the "Guano" article on Wikipedia for historical economic details, subsection "The Guano Age (1802-1884)."
nahantelhe 14 Nov, 2022 @ 12:56pm 
Why make those government funded? I'd suggest having them be subsidizeable like railways, and have different ownership PMs. They should also provide some transportation. That would make them cheaper for the government while being inline with what boats would do at the time
Gelre  [author] 9 Nov, 2022 @ 12:57am 
@neomoore122333 it's a lot cheaper to run and build than a normal port, it exclusively produces infrastructure, when I make a full infrastructure overhaul it'll also do other stuff but for now that's it, and Id say its fair compensation for the price you pay for the building
EinZwei 8 Nov, 2022 @ 4:37pm 
What else does the port produce? Is it just infrastructure? Compared to the regular port and the railroad, this seems underpowered. Does it also produce convoys?
Gelre  [author] 4 Nov, 2022 @ 5:28am 
Done :)
牛奶大魔王 4 Nov, 2022 @ 2:54am 
greeting ! I am fan of your mods ,I want more Chinese player to use your mod。so I've translated your mod,and could you add in description?

here's my Chinese translation:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880069248
Gelre  [author] 3 Nov, 2022 @ 11:18am 
@positief161

I'm working on a full-scale infrastructure overhaul that will deal with the OPness of railways over any other form of transportation that was common at the time

But that takes a lot of time so for now, I do have a few single-building infrastructure mods planned to accompany this one
positief161 2 Nov, 2022 @ 1:56pm 
as you mention railway is overperforming ports in my opinion. id love to see an unique building like ferry ports wich produces fish and klippers and doesnt cost or even gives you a small amount of infrastructure. or give the provinces the possibility to produce fish and additional ports
Gelre  [author] 2 Nov, 2022 @ 12:14pm 
@Stardust the numbers are all still subject to tweaking, depending on how I see stuff go in my campaigns

Currently on the first production method your port will perform even at max level a lot worse than what the infrastructure from the state trait would have given you in vanilla

Level 2 and 3 are from the top of my head slightly below and slightly above vanilla
Level 4 goes quite far beyond vanilla levels

But keep in mind level 2 3 and 4 come at quite a steep cost for the infrastructure, theoretically still cheaper than opening a railway, but still a significant financial burden
Stardust 2 Nov, 2022 @ 10:20am 
This sounds really cool. I am really curious about what kind of numbers did you come up for this river port.