Victoria 3

Victoria 3

New Product-Chains, Buildings & Industry
119 Comments
UNSCSpartin 24 Jan, 2024 @ 5:15pm 
is this mod need an update, because I can not seem to produce any of these resources. They do not appear on my market tab.
UNSCSpartin 30 Dec, 2023 @ 6:24pm 
I would suggest adding aluminum as well. Aluminum has become as essential as steel.
日月星光 4 Nov, 2023 @ 8:09am 
铜矿太少了 既然作为主要的 太少了
日月星光 1 Nov, 2023 @ 10:10pm 
Ben added some kind of mineral alone. Now I can't find copper and silver.
Revan  [author] 26 Oct, 2023 @ 3:30pm 
Nightclubs is an unfinished, unbalanced, unrealistic and bad mod in the first place. A good idea alone does not make a good mod.
Retry 26 Oct, 2023 @ 1:18pm 
The problem was the mod "Nightclubs"
Retry 26 Oct, 2023 @ 1:03pm 
pops are not demanding any gold.. so any subtitute good isnt demanded.
Revan  [author] 10 Oct, 2023 @ 8:30am 
..any mention in the description?
GamerGuyIDIOT 10 Oct, 2023 @ 12:04am 
Food Industry Pms that use some meat?
DukeofBrittany 4 Oct, 2023 @ 6:54am 
Hi, your mod seems quite interresting, can't wait to try it out in my next game.

I also wanted to make a suggestion. Since you added copper and silver, you could add a new production line coming from it, either as a new factory or as extra production for either tooling workshop or foundry : cookware, using copper/tin/iron for most of the population ; and silverware for the upper strata.
Revan  [author] 1 Oct, 2023 @ 1:44pm 
No, it cant... also divergences is not updated for latest version...
Anon Motostrelki 1 Oct, 2023 @ 9:26am 
It's this mod compatible with divergences? Any sub mod for that?
Revan  [author] 27 Sep, 2023 @ 11:42am 
Balance reason!?
Pokimaine's #1 King 27 Sep, 2023 @ 11:15am 
Copper deposits are incorrect. There is abundant copper in the mid-continental rift of North America
seungwon91 13 Sep, 2023 @ 12:07pm 
I think I fixed it. Some variables are changed when 1.4 release, so common/pops_needs and gfx/map/city_data/city_types should be updated.
seungwon91 12 Sep, 2023 @ 1:50pm 
Thanks for this mod. I like the benefit from building banks and department stores. I cannot launch the game with this mod after 1.4 release due to error, do you have the same error?
Revan  [author] 30 Jun, 2023 @ 9:20am 
Hey, thanks.
When you have a look at beer, and all those stats about it, pop consumption, needs, etc. there is none?
Chaos Rising 21 Jun, 2023 @ 6:38pm 
Am I the only one who has no consumers of beer? I usual only use wine in my public houses because of the increased migration attraction, but there is still no regular pop consumption. Amazing mod
Ptilopsis 7 Jun, 2023 @ 4:48pm 
I understand what you mean, so I think this building can only play its role under a planned economy system. Thank you for your answer
Revan  [author] 7 Jun, 2023 @ 10:36am 
You mean i should remove "is_government_funded = yes"? Been some time with Vic3 modding, but i think there was a reason i used this, to counter something because the building is special and different not like all the others.
Ptilopsis 7 Jun, 2023 @ 9:29am 
Or perhaps you can try converting department stores into buildings that are not government agencies, so that people can receive dividends from their income
Ptilopsis 7 Jun, 2023 @ 9:27am 
What I mean is that there are people in department stores who do not have any income. I think this is because professions like store owners should have paid dividends, but they do not pay dividends in government agencies but have to invest. Can you modify it and remove the store owners from the department stores
Revan  [author] 7 Jun, 2023 @ 8:44am 
Ok. You mean it doesnt make sense? The building is special anyway, so, dunno. ^^
Ptilopsis 7 Jun, 2023 @ 7:08am 
Hello, I like your mod very much, but the shop owner or capitalist in the Department Stores building will have an expenditure called investment loss, which makes their living standard fixed at 1. I guess this is due to the lack of income in the administrative building (this is machine translation, if you are difficult to understand, I apologize here)
Revan  [author] 28 May, 2023 @ 12:13pm 
Check the map info and click them from goods, then you see where they are, i tested the mod with the latest version after the update and i can see them so i dont really know where the problem is.
guillaume.67 28 May, 2023 @ 11:01am 
hi
i have no coper min et tin gems stone every where in the game i tried to find one these and in didint find it
icon41gimp 29 Apr, 2023 @ 7:56pm 
Think about removing the infrastructure cost for the copper, gem, and tin fields. AI states are getting like 10 of these deposits in central/south america before railroads and they don't know how to fix it.
sanadamasayuki53 14 Apr, 2023 @ 5:27am 
i cant find those mines!
Gurhilion 2 Apr, 2023 @ 6:04am 
Where can we build the copper mines? It's disappeared.
Revan  [author] 14 Mar, 2023 @ 1:49pm 
..the mod is working fine. Version nr is just an info, it doesnt matter. All the things you said are missing are not missing, they are there, copper, tin, dep. stores, everything.
Sprinter74 14 Mar, 2023 @ 1:06pm 
the game said this mod is for Version 1.1 and its right. The Mod doesn´t work. For Example, i have no Copper, no Tin or no Department Store. Sorry my English is not good, I can´t explain anything, but befor the Update this Mod works fine, after the Update nothing works. I have no new Mods only the same befor the Update.
Revan  [author] 13 Mar, 2023 @ 11:32am 
Can you tell me whats not working? I dont have much time these days, also cos the mod is very complex.
Sprinter74 13 Mar, 2023 @ 11:26am 
Update to 1.2 please
5566 10 Jan, 2023 @ 9:34pm 
ブロンズが出てこない
SN9000 6 Jan, 2023 @ 1:42pm 
Beer, and probably wine too when I think about it, should probably be taboo in Muslim cultures, not just Liquor.

Also, compatibility with "Historical Population Growth & Resources", and "Immersive Additions: Silver Mines", would be nice.
Brätlihauer 5 Jan, 2023 @ 12:16am 
Do you have expirience on the AI for this load of new buildings? I had one playthrough with this mod and I think AI was struggling and barely developping.
Revan  [author] 31 Dec, 2022 @ 12:41pm 
I guess not since its adding new banks and other new pm's. You could try though and report back.
Thangbom 30 Dec, 2022 @ 6:26pm 
Does it work with "The Great Rework" mod?
Revan  [author] 30 Dec, 2022 @ 12:33pm 
@Caelis123
Im pushing an update in a few minutes. Unfortunately you cant change those values beyond 1, so 0,5 is a no go. :( I changed them for now to 1), see the changelog then.
Caelis123 26 Dec, 2022 @ 11:49am 
you are correct, i had an other mod which conflicted with this one. sorry.
Revan  [author] 26 Dec, 2022 @ 10:23am 
Hm? Pops consume beer. They have needs and buy orders. https://abload.de/img/unbenanntwhfm4.jpg
Or what do you mean?
Caelis123 26 Dec, 2022 @ 9:59am 
No problem, also could you take a look at the beer? i noticed that it does not have pop consumption, which is in contrast with the description.
Revan  [author] 26 Dec, 2022 @ 8:40am 
Hey, thanks a lot for your feedback, i guess you're right. The (new) Bank was the least new building i tested properly (and also didnt test the effect of 50+ ^^). But i also dont think people will build 50 of them, regardless which country they play. ^^ But i see your points and gonna have another look at them soon, (hopefully still this year) to balance this more out.
Thanks again! (Also because feedback was rare until this point xD)
Caelis123 26 Dec, 2022 @ 8:19am 
Minting % decrease to 0,5% per bank => with this you should still have a good 25% increase in minting if you build 50 banks.

Interest rates: decrease to 0,1% per bank => with this you should have a global -5% interest rate with 50 banks, which is worth 2.5 times what you get from a technology.

I would completely remove the legitimacy.

I would also remove the flat tax increase and flat minting increase, as this makes it so that the bank basicly operates without any costs to you.

The bonus of authority, influence, cash reserve, interest are strong enough to warrant at least some expense on part of the budget i believe, otherwise its just many benefits without any costs.
Caelis123 26 Dec, 2022 @ 8:17am 
Hi Revan, i really like the mod, i have however a question regarding the banks, in my opinion they are way too OP. I build like 50 of them (not that difficult to do in larger countries with colonies). and it basiclly makes my country run entirely on minting alone. When looking at the modifiers i believe they are cummulative per bank, as such 50 x 5% minting = 250% increase in minting income. So basicly when you have a 300M GDP you have at least like 100K income from minting, this would then become + 125K from the bank modifiers => 225K, and then X 250% => 800K income. I don't think this is what you inteded for this building :).
Furthermore the legitimacy of +5 per bank makes it so that you always have 100 legitimacy government regardless of any other factors.
Furthermore the interest rate on you loans is now always 0%.
I believe it would be better if these modifiers are cut down significantly.
Revan  [author] 25 Dec, 2022 @ 2:53pm 
Granted, hf.
Floor 25 Dec, 2022 @ 2:48pm 
Hello, I like your mod a lot and was wondering if I could have your consent to involve this mod in a mp collection mod that I'm currently working on. You would be credited for your work of course!
Revan  [author] 24 Dec, 2022 @ 6:05am 
Should be added now.
Revan  [author] 24 Dec, 2022 @ 5:42am 
Ah, now i see what you mean, yes, possible probably, gonna check later.
Caelis123 24 Dec, 2022 @ 3:26am 
No, you did touch the oil because your mod overrides all the state regions. And in your mod the new oil deposits that were added in patch 1.1 are not included. For example you can now find oil in Lombardy region of Italy, however with your mod you can not because you still have the old state regions from before patch 1.1