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If you're playing sandbox, set your game rules in the country selection screen instead.
If you give it a try, lmk if you spot any problems
Vic3 loading order behavior is mostly based on file names. The super boiled down version is that the game loads file contents in the ASCII alphanumeric order (essentially 0-9, A-Z, then a-z). If you try to make changes in a mod that defines the PM in a file that loads before a file from another mod that makes changes to the same PM, then your changes will do nothing since they will get overwritten.
You'll have to figure out which mod has their version of the PM loaded in last and make your changes there (or disable the mod entirely).
Vic3 1.9 will release this coming Tuesday. As with previous major updates, a 1.9 update for this mod may take several weeks or months because I am a solo developer with a full-time job working 10+ hours Monday through Thursday. Progress during the work week will be rather slow, and I have over two dozen mods to check & verify whether anything needs to be changed, and then make any necessary changes.
The upcoming tweaks to certain things like decisions and scripted buttons will mean that more of my mods will be impacted this time around, so it may take quite some time.
Please be patient while I work on updating all of my mods. Thank you!
Second, what you're asking for is either impossible or would require some mildly gross UX. Transportation is a local good and this cannot be changed mid-game. This could be sort of worked around by making buildings that buy/sell transportation and use some new tradeable good as an intermediary, but I think that would look a little weird. I think MasterOfGrey's mods does a similar thing anyways, though, if you want to check out his stuff.
And even if it was easily doable, this would be fairly significant scope creep and I would really rather not deal with that considering that this mod - whose goal is supposed to only be making infrastructure more workable, mind you - is already a bit bloated past its original scope as is. A major addendum to how trade works would be way out of line.
Finished up what I was working on the past couple of months and took some time to look at this. I've pushed an update with tweaked logic regarding the AI subsidy handling for Shipping Lines & Financial Exchanges to make sure that they don't try subsidizing them in states where transportation or services are expensive.
Additionally, it will now actively un-subsidize those buildings in states where transportation/services are very expensive & the AI is taking on debt instead of leaving it to the AI to figure out when to stop subsidizing it by themselves naturally (which could lead to instances where they just never stop subsidizing them and exacerbating their debt spiral).
I'm a little concerned that this might mess with AI economies since this could theoretically cause their MAPI to be low a lot, but I guess it's better than them constantly imploding from chain bankruptcies. I also noticed that states with expensive services was a downstream consequence of those states lacking input goods for their urban centers, so ultimately I'm willing to call it done from my perspective & that the rest of the problem is just the AI having a skill issue. AI mods might help alleviate that, I would assume.
What year was it and how much were GBR and Germany spending on subsidizing those buildings?
Which countries did you have as subjects?
Were roadways in particular a major cost? I know someone had left feedback about them earlier.
Did you install the mod mid-campaign?
When I was doing tests, the AI never seemed to have major struggles; although, I did my tests with both the MAPI overhaul and the transportation for infrastructure game rules enabled, which makes infrastructure buildings be significantly less dependent on subsidies, so there may be a balancing problem there.
The Morgenrote compatch has also been updated
Waterways have been split into separate buildings and have received new PMs to ease the economic impact. All PMs have also been rebalanced.
Please view the change notes for the rest of the changes (there are a lot) and let me know if there are any bugs.
Just FYI I will be busy with family things for the whole of this week, so I will not be able to get a 1.8 version out (or do a 1.8 compatibility check on the existing version) for launch day or for several days following the update. Sorry for any inconveniences this might cause.
Great Britain in particular is a bit of a poor example since if the circumstances allow it, they'll just keep hiring discriminated pops (especially from India) whenever their old workforce leaves for better wages elsewhere. During testing it wasn't uncommon for me to see Qing Logistics Hubs pay higher wages than British ones, as a specific example. IIRC Chinese ones would pay maybe around 2.00 average annual wages several years into the game?
Wage levels can fall on their own if they can get away with it or are forced to, but this generally shouldn't happen in most cases since they're almost always guaranteed some amount of positive cashflow.
Wages literally being 0.01 sounds rather bizarre. That almost shouldn't ever be happening.
Which country are you playing as and which state(s) was it happening in? Were those states incorporated? Check the Logistics Hub's workforce; are all or most of the workers discriminated? Was Transportation getting really expensive in that state?
The latter is expected behavior.
New update has been pushed.
Highlight of this update is the addition of a new Logistics Hub building & special mechanic that creates Transportation demand based on Infrastructure Usage. This tackles the design hole of infrastructure buildings where the primary reason for their construction (infrastructure) earns them zero revenue directly, often necessitating subsidies to keep them solvent. With the new building, they should hopefully have their need for subsidies eliminated or at least significantly reduced.
Combined with the MAPI overhaul buildings, this has the somewhat intended effect of making Transportation highly demanded, which should make passenger PMs and Aerodromes much more relevant. Try it out and let me know what you think.
Among the changes are fixing the private expansion PM for Shipping Lines and Financial Exchanges so that private expansion is correctly blocked & a rebalancing of Shipping Lines & Financial Exchanges PMs to not make them massive money printers in the early game.
Players using Kuromi's AI NO LONGER NEED THE COMPATIBILITY PATCH and it should be uninstalled.
Players using Morgenrote still need their respective patch, but it's already been updated at the time of writing.
As always, let me know if you find any new bugs. Thanks for your patience.