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I've marked this mod as 1.8 for now. A fix would probably take me like 10 minutes but that also makes it extremely low priority for me right now since I'm trying to tackle fixing my larger mods first.
if you know what everything is supposed to do, i'd imagine the fix would take less than an hour
End result ingame is a hybrid of things from the mod and things from the basegame, causing the whole thing to just not function properly
I'd say more about how to fix it, but i've only found this mod recently, so i've never actually seen it functioning properly
If it actually is a base game change though then I probably won't do anything about it depending on how I'm feeling since I intend this to just be an expansion on top of what the base game does so I'd rather respect some of the base game's design decisions.
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!
PMs have been overhauled in the backend with the ultimate goal of replacing the input/output multipliers with flat amounts. Saves should still be compatible, but you will need to reset your PMs in all your power plants.
As a consequence of that + some minor other adjustments, the AI should now be much more competent about upgrading their power plants beyond hydroelectricity and using turbines when appropriate.
Due to how I set up the new PMs as a result of technical restraints, trying to change the Power Distribution PMs in power plants en masse from the Buildings panel or the Building Registry will be a little finicky. FYI: if you change the PM for a single individual power plant, you should be able to change them en masse again.
Please view the change notes for the full details, and let me know if you find any bugs.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3371335101
Will delete my fork whenever the original mod is updated.
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.
If it were that easy I would have just done that from the start.
That's not something I can really do much about. The pop needs could be adjusted to make electricity more competitive but that's beyond the scope of this mod.
This makes power plants need to be subsidized just like vanilla railroad...
One more last thing, it would be hella sick if we could push up the throughput on the electric grid even higher. ive got a state with 160 levels on tripled capacity bc i consume 80k local power there :D
cheers mate
• Have a Power Plant in the state
• Are adjacent to a state you control that has an Electrical Grid in it already
Next time please put them in a discussion thread instead.
Please note that the new "Distribution Capacity" PMs for Electrical Grids also scales employment , but for some reason the game does not display this in the PMs' tooltips.
PPP_pm_gas_turbine = {
...
building_modifiers = {
workforce_scaled = {
goods_input_engines_add = 20
goods_input_oil_add = 20
}
level_scaled = {
building_employment_laborers_add = 500
building_employment_machinists_add = 1000
building_employment_engineers_add = 1000
}
unscaled = {
goods_output_electricity_mult = 2
goods_output_PPP_hv_power_mult = 2
Not sure if reasonable or not, let me HV-fy china real quick
PPP_pm_grid_power = {
..
unlocking_technologies = {
PPP_tech_hv_power
}
building_modifiers = {
workforce_scaled = {
goods_output_PPP_hv_power_add = 1000
PPP_pm_grid_base = {
..
building_modifiers = {
workforce_scaled = {
..
goods_input_PPP_hv_power_add = 1000
goods_output_electricity_add = 1000
}
level_scaled = {
building_employment_laborers_add = 500
building_employment_machinists_add = 500
building_employment_engineers_add = 50
ive been wondering for that reason, what if HV power was unlocked much, much earlier. i know it is unrealistic, but it'd be much less pain to manage concurrently with the normal transition to power. Does the AI handle HV power well? because if so that would make a lot of sense gameplay wise
I'll make a note to revisit the amount of grid buildings needed to support larger electricity demands. I think originally it was supposed to be roughly 1 to 1 with the number of power plants but I think I forgot to take into account that the power plants output will increase more drastically from their base amounts with the later PMs.
btw, is it intended design that i need a level 750grid or something ridiculous like this to supply 75k of electricity to a province of 25M pops in manufacturing? from a level 150 powerplant? that seems excessive...