Victoria 3

Victoria 3

Military Logistics and Stockpiles
95 Comments
scarlyafterdark  [author] 18 Jul @ 10:07pm 
This mod has been updated. It is mostly unchanged, but logistics centers now provide a small amount of convoys, the AI is less likely to overbuild, and this mod is now compatible with multi-line production methods and the community mod framework. (You'll want this mod to be higher in load order.)
scarlyafterdark  [author] 1 Jul @ 12:14am 
Working on it! I need to rethink a few things in the mod to make it work with 1.9.x. It's going to take a while unfortunately.
kebabblaster9000 29 Jun @ 3:26pm 
update?
scarlyafterdark  [author] 7 Feb @ 10:24pm 
With the current state of the war AI, I'm waiting for the warfare fixes before I jump in to make other adjustments. Otherwise, I'll just end up having to redo it over again, which is the issue when you're trying to land on a moving platform.
Comrade Penguin 30 Jan @ 5:08pm 
I think this might need some more tuning for the AI, I'm playing as Colombia and have the biggest army in the Americas, and half the countries have no armies or barracks at all, just logistics centers that are presumably eating up all the military goods.
Chriskr23 2 Jan @ 4:00am 
If you can't make the building stop stockpileing a good when it is full, then you could make a notification appear once the stockpile is full
scarlyafterdark  [author] 14 Dec, 2024 @ 8:21pm 
I'm not sure? It might. You could add them both to test it. There may be a conflict in the building interface files.

I'm planning on making major changes to this mod after 1.9 releases. After that, if the war system is actually working as intended at that point, I'll possibly reach out to some other mod devs to collaborate on compatibility patches.
kebabblaster9000 4 Dec, 2024 @ 9:17am 
does this work with anbeelds stockpile economy.
scarlyafterdark  [author] 30 Nov, 2024 @ 9:30am 
As a shortcut, I made a small change that resulted in the AI building logistics centers more frequently. In my own game, I observed that this seemed to improve things a bit.

Right now, I'm really waiting for the next Victoria 3 release to make major changes. The devs said that they're going to do more improvements to the military system in the future. I imagine they're looking at making supply of military goods matter.

My ultimate goal would be to have a hearts of iron style supply system, but there is no support in the game right now to add this; I would know, I've tried several times and failed.
scarlyafterdark  [author] 27 Nov, 2024 @ 6:50am 
@K4mil That's actually not a bad idea. I think that if I did that, then the AI should know enough to toggle the production methods in theory.

I'll experiment with this for the next version.
K4mil 26 Nov, 2024 @ 2:16pm 
It seems to me, that the better idea, for the sake of balancing this feature, would be to automatically create one logistic center per for e.g. 10 barracks/20 conscription center (if possible of course). It would solve AI's problems with building logistic centers, because for now it doesn't work quite good in my opinion. Although the idea is great.
scarlyafterdark  [author] 23 Nov, 2024 @ 1:14pm 
New version is uploaded with the following changes:

- Improved stockpile maximums, they are now scaled to accumulation/usage
- Added "Low Volume Distribution" method to distribution centers
- Updated building details panel override for 1.7.x and 1.8.x
- Reduced ai_value to prevent AI overbuilding
- Fixed building ownership issues, for 1.7.x compatibility
- Removed distribution centers from government lens to reduce clutter
- Included korean translation from https://github.com/dungsil

I wanted to release this now so that I could use it as I'm about to get back into playing Victoria 3, and I would welcome feedback as I didn't have time to test as much as I would have liked.

Please note - if you were using the old version with 1.7/1.8 already, it was NOT working as intended before this update. The goods were sold and this did improve supply, but you were not receiving any income from the sales. Today's update is an improvement and makes things work the way that they used to. Mostly.
Necrotes 23 Nov, 2024 @ 6:40am 
No need to apologize, modders are literally doing this for free so there shouldn't be any expectations on you being forced to continue supporting this or any other mod. That being said, awesome :) This mod is fantastic, so re-adding it back into my playlist is something I'm definitely looking forward to.
scarlyafterdark  [author] 22 Nov, 2024 @ 10:45pm 
Working on an update to get things working with 1.8. Unfortunately, life got in the way when I was working on a 1.7 update, so I was not able to upload it here. I'm back now, though, and should have something during the weekend.
She Was A Boy 26 Jul, 2024 @ 2:25pm 
stockpiles max is 4k for all the goods, however the rate of input can different for example grain will have a higher import rate the others, will that be possible to increase the cap base on the PM, or setting different cap for each goods to prevent resource failing in black hole?
Necrotes 22 Jul, 2024 @ 8:31am 
(Sorry for the message spam) Does seem like it messes up the buildings meny, you can't see anything when you click on the show more button
Necrotes 22 Jul, 2024 @ 8:21am 
I think I might be an idiot, I could have sworn that I'd tested this mod after the 1.7 update and that it did not work. Tested it now, and It seems like it works perfectly fine.

I've been waiting for this mod to update since I thought it was incompatible with the new update, wow I'm an idiot... xd
Necrotes 22 Jul, 2024 @ 8:08am 
Any news on when the update will be finished? Thank you for making this mod btw, it makes warfare a lot more fun, or at least bearable :)
Tau 4 Jul, 2024 @ 3:47pm 
Niceee thanks for updating it again, love the concept
scarlyafterdark  [author] 30 Jun, 2024 @ 8:04am 
I've been working on updating the mod to 1.7, but the new building ownership and other features in 1.7 have made things a lot more interesting than I'd planned. Due to real life stuff happening at the same time, I see the update taking another week or so. Probably not more than a month post release, but yeah.
haryu 29 Jun, 2024 @ 8:53pm 
Should I update to version 1.7?
scarlyafterdark  [author] 12 Jun, 2024 @ 5:54pm 
@Leviticus I'm not actually sure, but I will test this and some other things out when 1.7 finally releases.
Leviticus 6 Jun, 2024 @ 8:52am 
Does this mod play nice with Laaxus?
Tim Apple 21 May, 2024 @ 7:58am 
Yep that one
scarlyafterdark  [author] 1 May, 2024 @ 9:53pm 
@Tim Apple I missed your comment earlier! Which Forts mod are you referring to? I use this mod with Forts and Engineers and it works quite well with it.
Chriskr23 30 Apr, 2024 @ 11:12am 
Great mod maybe it automaticly turn of stocpiling when the stocpile is full. Because the ai can't
itstricky 29 Apr, 2024 @ 9:23am 
Great idea and it works very fine with 1.6. However, AI doesn't know to disable stockpile when the stockpile is full and it's tanking the economy greatly.
zzzptm 29 Apr, 2024 @ 7:24am 
Good plan and roadmap, I'm staying tuned. Quick update after big DLC drop and then new features makes total sense.
scarlyafterdark  [author] 28 Apr, 2024 @ 7:31pm 
@"folks asking about the update" I'm waiting for 1.7 to update the mod. It looks like it still works fine with 1.6, so it should be okay to continue using it.

@CaNaDiaN TWiN I don't know how it works in multiplayer. Theoretically, it should work fine in multiplayer, since it's based on states and they only have one owner at a time. There's code for when a state changes hands, and I think it would sync just fine.

@Azure As long as your economy can keep the centers stocked, then yes, it would enable you to support an army twice as large. However, once you're out of supplies, it will really hurt your military as you'll be trying to stock while continuing to supply your army.

----

As a general update, I'll just say that I have a lot of fixes and enhancements that I want to add for 1.7. However, my priority when 1.7 comes out will be pushing out a quick patch first and then adding other stuff later.
Azure 26 Apr, 2024 @ 6:54am 
Maybe a stupid question but if I make twice the amount of logistics centers you recommend, does that mean I could support a an army twice as large of what I would be able to support in vanilla?
CaNaDiaN TWiN 23 Apr, 2024 @ 9:08am 
Does anyone know how well the mod Works in multiplayer?
Tim Apple 22 Apr, 2024 @ 1:35am 
Does this work well together with the Forts mod?
Chriskr23 15 Apr, 2024 @ 12:19pm 
update plz 1.7 releases on 27 of june so a long time to wait
sAiNtgOtEn 5 Apr, 2024 @ 5:26am 
second the below!
hoxyz 4 Apr, 2024 @ 3:02am 
does it work in v1.6?
scarlyafterdark  [author] 7 Mar, 2024 @ 6:12pm 
@kebabblaster9000 the rate of stockpile is quite slow. it takes a while for a building to fill all the way, especially if you get in many wars.
kebabblaster9000 5 Mar, 2024 @ 10:42am 
in the buildings
Hadi 5 Mar, 2024 @ 10:27am 
where do i see stockpiles
kebabblaster9000 5 Mar, 2024 @ 7:59am 
btw my centre does not fill up fully, whys that?
scarlyafterdark  [author] 24 Feb, 2024 @ 4:36pm 
@Cheris That makes sense, and I'll do that for the next version. Next version will be released about 2 weeks after Victoria 3 version 1.6 is finally out, so it shouldn't be much further away.
Cheris 22 Feb, 2024 @ 4:37pm 
Would you consider removing distribution centres from the lens view? You can't build them, so all they really do is clutter the political lens' building interface when at war. Just removing lens = government from the distribution centre building group fixes that.
Fo Ren G 14 Feb, 2024 @ 1:04am 
I'm not sure this works with Divergences, but perhaps my load order is not right. Currently this is above Divergences and I haven't seen AI build any logistic centers yet.
scarlyafterdark  [author] 5 Feb, 2024 @ 10:32pm 
@Alex That makes sense; I'll take a look at adding that for the next version, to be honest.

@zhou_zixiu That also makes sense; I could add a half-distribution method so that the distribution centers don't overwhelm local production, to be honest.
祖泽苏梅_Zouzexume 31 Jan, 2024 @ 5:54pm 
The companies that strengthen the army in the game require the military industry to be profitable enough, however, when the country was at war the distribution centres hit the military factories, making it impossible for those companies to be effective, and I had to abandon this excellent mod because of it.
Alex 30 Jan, 2024 @ 9:46am 
Just a tiny request. The distribution centers should be manually toggable, or start out deactivated, or be switched off globally by a single button. Otherwise, it's kind of annoying that I need to switch them off manually everytime there's a small colonial war where I don't need or want the stockpile.
Vantila 24 Jan, 2024 @ 11:19am 
@scarlyafterdark I definitely recommend it as it enhances military gameplay and marching your soldiers in style with fancy uniforms is definitely immersive :D I hope you like that mod and start using it so that you would have more incentive to make it compatible :D it's from the same modder as Locomotion and both are really good.
scarlyafterdark  [author] 24 Jan, 2024 @ 10:17am 
@Atlanis

Hmmm, unfortunately this doesn't surprise me. Victoria 3 is pretty complex to mod, and a lot of things don't work in an intuitive way. With that said, I may take a swing at this myself, to be honest. I have some ideas. I just may wait until after 1.6 is released, so maybe there will be better mod support in the game (and less bugs).

@WASP

Compatibility patches are pretty difficult because it requires me to keep up with both changes to the game and changes to other mods. If I started down that road, I'd end up maintaining a lot of code, and unless the other mod maker wanted to help, it could break at any time.

I may take a look at it, since it seems like an interesting mod, but there's no promises that I'll be able to get to it.
Atlanis 22 Jan, 2024 @ 11:50am 
Good Evening, my solution was for the production methods to require the to be stockpiled goods to be accessible. That worked most reliable, even if it throws errors as you use the "acessible" stuff meant for local goods like transportation for tradeable goods:

Example for an to be added codesnippet for a production_method:
required_input_goods = artillery

Trying to simply build an on/off switch for the on_action via triggers is still not working well.
Vantila 21 Jan, 2024 @ 5:08pm 
You can build logistics building but they either don't stockpile or stockpiles don't show up.

I tried putting this one lower in modlist, I tried changing the name of buildings panel . gui file that didn't work either.
Vantila 21 Jan, 2024 @ 5:07pm 
It doesn't work with Guns Grabs and Grubs mod :& Please make a compatibility patch!