Victoria 3

Victoria 3

Increase Arable Land
37 Comments
Паевые фонды 24 Jul @ 11:07am 
Can you make it compatible with Project Variety?
SpaceMan_Sp1ff  [author] 25 Jun @ 8:50am 
Updated. I only tested briefly, but should work. Let me know of any issues.

@ZEEDLINK Sorry, because the mod is journal entry driven, I don't know how to make it work with investment rights.
ZEEDLINK 23 Jun @ 8:49am 
Is it possible to build for AI, with investment rights?
Pury 21 Jun @ 8:23am 
Ok, thank you!
SpaceMan_Sp1ff  [author] 21 Jun @ 8:20am 
I haven’t updated it yet. I will probably jump back into the game in the next couple of weeks and update mods then.
Pury 20 Jun @ 12:14pm 
Working in 1.9?
Pury 22 Feb @ 3:07pm 
Ok thx.
Lazy Invincible General 21 Feb @ 11:27pm 
I do not think there is a cap on how many times you can do it btw
Lazy Invincible General 21 Feb @ 11:26pm 
no, every time you build a irrigation network you get 40 land. if you have researched the advanced irrigation network you get 80 land
Pury 21 Feb @ 9:45pm 
So you can add 80 arable land maximum per state?
Lazy Invincible General 24 Jan @ 10:44am 
its working now, thanks
SpaceMan_Sp1ff  [author] 21 Jan @ 9:22pm 
Should work now. I updated it on my end but it must not have made it into the steam version.
Lazy Invincible General 21 Jan @ 1:53pm 
hey you need to update the UI components of the mod for 1.8, other wise it just breaks a bunch of stuff
Lotl 23 Dec, 2024 @ 10:08pm 
this appears to remove all building icons
Kurt 8 Jul, 2024 @ 9:14am 
Thank you, it's an awesome mod 👍
Would it be possible to make the button "remove as canal survey site" also remove the local irrigation site (or maybe all irrigation sites)?
Like MasterOfGrey mine also get's stuck on a survey site sometimes and no matter how many canals I build it doesn't want to move. I tried looking at the code but not sure where to start.
SpaceMan_Sp1ff  [author] 25 Jun, 2024 @ 12:13pm 
Should work for 1.7 now. Let me know of any issues. There is no easy way to fix the issues caused by starting a second survey while building a canal, so I guess just build one at a time.
Kurt 25 Jun, 2024 @ 2:21am 
Hey already miss your mod, hope you will make it work for 1.7 :)
MasterOfGrey 14 Jun, 2024 @ 5:04am 
FYI it is possible to survey a second state while building in the first one.
This causes the JE to retarget to the second state for the arable land created by the canal in the first one.
After this, it is bugged permanently, and every canal built from then on sends the arable land to the second state.
SpaceMan_Sp1ff  [author] 11 Jun, 2024 @ 4:25pm 
Ok. I’ll update after SoI.
MasterOfGrey 10 Jun, 2024 @ 8:08pm 
FYI, this causes the Cultural Communities section of the state UI to be hidden now.
News_12 29 May, 2024 @ 9:58am 
Such a useful mod
JustAnotherYuri 6 Feb, 2024 @ 10:59am 
You definetly should add ai_weight to canal techs, otherwise AI just doesn't properly research social techs beyond 3rd era.
MasterOfGrey 31 Jan, 2024 @ 8:05pm 
Oh exciting, I'll give it another go in my next run :)
SpaceMan_Sp1ff  [author] 31 Jan, 2024 @ 7:46pm 
@materofgrey It should be work now. Sorry for the delay. RL has been busy. Let me know if there are issues.
SpaceMan_Sp1ff  [author] 27 Dec, 2023 @ 5:22pm 
@masterofgrey I will take a look, hopefully I can sort it, but I’m not certain.
MasterOfGrey 27 Dec, 2023 @ 2:03pm 
This currently breaks the interface for state occupation during war.
SpaceMan_Sp1ff  [author] 21 Nov, 2023 @ 8:40am 
Updated for 1.5, let me know of any issues.
SpaceMan_Sp1ff  [author] 24 Sep, 2023 @ 1:40pm 
@ harbingerofelves I feel like that might unbalance the game a bit, especially in terms of migration. I am working on some other mods right now anyway. If you want to, you can use whatever part of the mod you want to make something like that, but I don’t think I will make.
harbingerofelves 24 Sep, 2023 @ 12:31pm 
Thoughts on 'brute forcing' this for the AI, like having an event that builds one or more for the ai every few years?
Sklo 17 Sep, 2023 @ 5:50am 
great mod, unfortunately breaks Foreign Investment and Dividend, both mods add absolute necessary functionality to the game
SpaceMan_Sp1ff  [author] 15 Sep, 2023 @ 5:36pm 
That’s intentional. The AI already struggles, and I don’t think it would benefit from access to technology and decisions it wouldn’t know what to do with.
Hyperspearman.Swf - TheRyuSword 11 Sep, 2023 @ 7:59am 
The AI currently can't research your tech, is that intentional?
SpaceMan_Sp1ff  [author] 27 Aug, 2023 @ 6:12am 
@Shushu Thanks! I will take a look!
SpaceMan_Sp1ff  [author] 27 Aug, 2023 @ 6:11am 
There is only one canal building, you can expand it once for each survey done. The increased cost for 80 arable land comes with the decision modifier (600 bureaucracy) after the second canal tech is researched. The second tech also gives improved PMs for the canal building. Unfortunately, you can “upgrade” your old 40 arable land increases into 80 arable land increases.
Alaskan Bull Walrus 27 Aug, 2023 @ 12:56am 
Can I upgrade the weaker canal to advanced later on, or is it just one or the other and that's the end of it?
elainafan4life 24 Aug, 2023 @ 3:46pm 
Hey, use this IrrigationBuilding dds [drive.google.com] instead. I just happenned to be doing some frames for the tno mod so I had the frame ready. :P
Water Tower 24 Aug, 2023 @ 10:09am 
Finally, i can hydrate my brothers in Sahara.