Victoria 3

Victoria 3

Locomotion: Land, Water, & Air
163 Comments
Lazy Invincible General 30 Jul @ 6:23pm 
damn, thats a pain in the ass, well I got around it by throwing a "always = yes" onto the trigger for allowing buildings
1230james  [author] 30 Jul @ 5:22pm 
There's currently a base game bug that resets your game rules after pressing the start or the sandbox button.

If you're playing sandbox, set your game rules in the country selection screen instead.
Lazy Invincible General 29 Jul @ 11:42pm 
is there any reason why the game would say that the rules for financial exchanges and shipping lanes are never enabled?
Zippy 18 Jul @ 10:32pm 
Legend!
1230james  [author] 18 Jul @ 10:20pm 
I'll make a note to try making a company for them in the future
Zippy 18 Jul @ 8:47pm 
companies can't invest in infrastructure from this mod in 1.9. Financial sectors still do it but would be great to be able to at least give companies permits for the buildings this adds.
1230james  [author] 6 Jul @ 7:46pm 
Not officially yet, but I'm not aware of any breaking changes that would cause this mod to by dysfunctional off the top of my head, so I think it's fine?

If you give it a try, lmk if you spot any problems
Trank 6 Jul @ 7:27pm 
Has this been updated for 1.9 yet?
1230james  [author] 5 Jul @ 8:41pm 
Sounds like one of the mods redefines the production methods for railways (or at least the Steam Trains PM).

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).
SandersV 1 Jul @ 12:26am 
Nice mod! By mistake, I turned it on with another mod affecting railways (one of grey's mods and one more), now in my save "steam trains" don't give "transport" good, only infr buff and other stuff. By editing mod files nothing helps. I don't want to lose this save, maybe there is a guess what the problem is?
alqamar.alaswad 25 Jun @ 9:32pm 
Thanks!
1230james  [author] 25 Jun @ 8:04pm 
Pretty sure the answer is no for both since IIRC they both try to add new PM groups to a lot of things.
alqamar.alaswad 25 Jun @ 2:00pm 
Excuse me, your mod looks awesome... do you know if it's compatible with Economy and Finance and Tech & Res?
1230james  [author] 15 Jun @ 3:10pm 
(Copypasting this across some of my mods)

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!
1230james  [author] 9 Jun @ 9:38am 
First of all, trade is about to get a major rework in less than 2 weeks so starting such an endeavor now would be a massive waste of time

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.
Chriserereren 9 Jun @ 2:25am 
I love this mod! Would you consider including international sea trade into the mod as well? I can point to Norway as an example. A small, yet signifficant example when it comes to the sea shipping buissness as it profitted massively as a transporter of goods for the great powers during the late 1800s and early 1900s. You could add a way for nations to sell transportation to other nations which affects marked connectivity or something among those lines.
ShadowThrone 16 May @ 5:10am 
nvm game needed to tick and they spawned
ShadowThrone 16 May @ 5:10am 
hey man, logistics hubs arent spawning in split states for me, do you know hoiw to fix that or did i break something unique?
1230james  [author] 26 Apr @ 6:21pm 
(1/2)
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).
1230james  [author] 26 Apr @ 6:21pm 
(2/2)
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.
ShadowThrone 23 Apr @ 7:51am 
i just made a new bg for them and set it to no subsidies and not government funded which should fix it.
1230james  [author] 2 Mar @ 11:13am 
Thanks, I'll make a note to look into it more closely when I have the opportunity
TheNowGamer 2 Mar @ 12:41am 
1877, and nearly all of latin america. on average were playing 30-40% og total income in subsidizes, like peru paying 34k. GBR and Germany who had abt the same gbp were paying 90k in subsidizes. Had them stuck in constant bankruptcy and civil wars, which propted me to switch over to them to find the issue.
1230james  [author] 1 Mar @ 10:24am 
Hmm, strange

What year was it and how much were GBR and Germany spending on subsidizing those buildings?

Which countries did you have as subjects?
TheNowGamer 1 Mar @ 4:09am 
Possible mod conflict with hail colombia?
TheNowGamer 1 Mar @ 4:08am 
mod was installed pre-campaign this was just my first time using the new mapi, and switching between my vassals seems to be a combo of both and as great britain it was financial exchanges, germany it was shipping lanes. Im currently trying with just transportation for infrastructure game rule on, as it only happened after i turned both on.
1230james  [author] 28 Feb @ 12:26pm 
Were they paying out a lot to infrastructure buildings (e.g., roadways, waterways) and the Shipping Lines & Financial Exchanges or just the latter two?

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.
TheNowGamer 28 Feb @ 1:44am 
Didn't have this issue until i turned on optional mapi stuff, butt i was wonder why each great power other than myself was being hardcapped at 250 mil gdp, and when i switch over to them they paying out the ass in subsidizes for all buildings your mod adds. same issue with all of my subjects are bankrupt from the same subsidizes??? Will play without from here on out until that is fixed, ruins the game completely for the ai
HellFae 13 Feb @ 9:09am 
Thanks for updating
1230james  [author] 13 Feb @ 5:56am 
😳 🫣
Ushmadand 13 Feb @ 4:42am 
I love you james
1230james  [author] 12 Feb @ 5:04pm 
Starting waterways have been added to states along the Elbe and Yangtze Rivers so anything messing with ownership of the related states will conflict; otherwise should be the same as before

The Morgenrote compatch has also been updated
TBD 12 Feb @ 4:49pm 
have there been compatibility changes?
1230james  [author] 11 Feb @ 7:12pm 
Updated for 1.8; sorry for the huge delay & thank you for your patience

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.
北冕武仙 16 Jan @ 6:01am 
please update
Thangbom 28 Nov, 2024 @ 6:43pm 
May I just ask if this mod is still working at 1.8.3?
1230james  [author] 28 Nov, 2024 @ 6:07pm 
I suppose I could? I tried not to hardcode any specific states for the waterways, though. IIRC you could just build them from the Atlantic through New York (which should already have a waterway building for the Erie Canal).
Stoogie 28 Nov, 2024 @ 4:06pm 
I really love this mod. Would it be possible for you to put waterways on the states bordering the Great Lakes?
Thangbom 26 Nov, 2024 @ 6:49am 
Hope you are doing well. Just update is if you can but wanted to say that you made an awesome mod
1230james  [author] 16 Nov, 2024 @ 10:33pm 
(Reposting this across my bigger mods)

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.
1230james  [author] 4 Nov, 2024 @ 10:39am 
They should report somewhat lower average wages since they only hire some laborers, while basically every other building ever will hire pops with higher earning jobs.

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?
grahamdabadgamer 3 Nov, 2024 @ 10:34pm 
The 0.01 wages was probably with mods, at game start. I was testing the mod as Great Britain in a larger modpack. However, only with the mod, at game start, wages at Logistics Hubs are also very low across the board.
1230james  [author] 3 Nov, 2024 @ 10:03pm 
The logic to boost Logistics Hub income to help them raise wages only kicks in when it's below an occupancy threshold (below 90% employed iirc) and there's peasants or unemployeds present in the state.

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?
grahamdabadgamer 3 Nov, 2024 @ 7:31pm 
Is there any reason wages for people employed by logistics hubs is $0.01, even when they consume more transportation?
1230james  [author] 1 Nov, 2024 @ 2:07pm 
Are they expanding the levels of existing ones or are they just constantly building new ones?

The latter is expected behavior.
Bobibob 1 Nov, 2024 @ 8:14am 
for financial exchanges, government expansion alone doesn't seem to be working, the investment fund continues to build them while I control the buildings and the production method is set to government alone.
Frontline 27 Oct, 2024 @ 6:18am 
@Taylor I'll try to explain. Look, we have a railroad, yes, it's cool, it gives industry, absorbs machinery, which is made of steel, which is already expensive to produce, but it creates a balance in train tickets and infrastructure. BUT. Not every country has the ability to build trains. Some simply don't have steel. And I was looking for a mod that would give a balanced version, but with a smaller scale in tickets and infrastructure. That is, I can understand large carriages that will give fewer bonuses than a train, but they will be there. The production method should change depending on the durability/comfort of the carriage and up to the car, but still, depending on the method, there should be some balance. I found a mod that adds such transport, like the transport depot from Tropico. Yes, it also gives a lot of tickets in places, but overall it is more balanced. Because somewhere it will begin to absorb the same clothes, the ability to work many due to the increase in mortality
1230james  [author] 27 Oct, 2024 @ 3:28am 
(1/2)
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.
1230james  [author] 27 Oct, 2024 @ 3:28am 
(2/2)
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.
Taylor 25 Oct, 2024 @ 9:16pm 
@Frontline can I ask what you thought this mod was for and why you wanted it?