Victoria 3

Victoria 3

Syndicate - Monopolization of Trade in Victoria 3
48 Comments
不落秋月 24 Jun @ 11:25pm 
现在这模组有BUG,关税怎么收都是0,快更新
Christopher Tin 24 Jun @ 5:10pm 
update pls
suy5081 23 Jun @ 9:52pm 
人群需求太低了
道生 22 Jun @ 1:09pm 
大人,时代变了
如月伊织 21 Jun @ 11:36pm 
In version 1.9.2 the company in the mod is not able to automatically expand the factories that are attached to it, even in the case of super high profits. looking forward to the author's update, I really love this mod.:steamhappy:
Ти крутий дядько!
L 4 Jun @ 12:56pm 
@Pardua

Thanks for the update and the answer friendo!! :shigure2:
😘Inacio de Sousa😍 24 May @ 4:42am 
thx
Pardua  [author] 23 May @ 1:12pm 
Thanks for all your comments!

@L
the new version should work with agri and industry decrees.
调皮i 20 May @ 4:59pm 
Great mod man! Agricultural industries way better now.
L 19 May @ 7:22pm 
The input goods are affected by the agricultural decrees?
Karoshiくん 18 May @ 4:11am 
love this mod, really interested in seeing it expand, it be interesting play through of creating a narco country
Pardua  [author] 15 May @ 11:11pm 
@ 牛奶大魔王
Thank you for your work! I updated the description.
牛奶大魔王 15 May @ 9:30am 
Greetings! what a great mod, I want more Chinese player used it so i have translated it inside V3 Chinese submod mod
would u make a line in description

Here is my Chinese localization. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880069248
kostasmpyras 27 Apr @ 2:09am 
why can only the player make the factories? doesnt sound fair to the AI
Pardua  [author] 16 Apr @ 9:12am 
Never tried it, but I don't expect problems since my mod does not change the politic system in any way. You should try it and if you see any problems you can report it here. Maybe we can work it out
CamiciaRossa 16 Apr @ 8:48am 
I meant Better Politics Mod.
Pardua  [author] 16 Apr @ 3:41am 
@CamiciaRossa

I don't speak turkish, but as far as I understand you are asking if the mod is compatible with BP. So whats BP?
CamiciaRossa 15 Apr @ 10:02am 
BP ile uyumlu mu?
Pardua  [author] 13 Apr @ 10:42am 
@Vindicator

I think I was able to fix it. Please try the new version
Pardua  [author] 10 Apr @ 11:39am 
@Vindicator

I had this problem, too after I managed to get the mod running. I was playing as Prussia as far as I remember. I changed some other things and in my next playthrough I did not have this bug so I thought it solved itself, but after I read your comment, it seems it's not fixed ^^
I'll look into it, but I'm not sure if I can fix it.
Vindicator 9 Apr @ 9:13am 
@Pardua

would you happen to know why none of these buildings get privatized? it makes my AI stuck in a loop of wanting to privatize these buildings but not being able to, locking my investment pool away.
Pardua  [author] 22 Mar @ 3:18am 
So I managed to make the mod work again.
I had to remove some features, but it seems to work for now.
Pardua  [author] 14 Jul, 2024 @ 11:52am 
Yeah, sorry. They changed a lot with ownership of buildings. Unfortunataly, I'm ill at the moment and can't update the mod. I hope I get better soon and find time to update it.
15woodse 13 Jul, 2024 @ 10:43am 
Looks like the last update broke the mod, none of the buildings are producing any goods and have no employment
Durthulus 24 May, 2024 @ 4:32am 
He jugado hasta el 1880 y parece que todo funciona bien, la mecánica de los black market me resulta un poco extraña pero no da problemas. Si exportas un bien por ejemplo la cola por mercado, da beneficios, además todos esos bienes también son demandados por los pops locales así que sin problema, eso sí lo de crear obsessions no parece estar activo o funcionar bien, por lo demás un mod muy entretenido y con unos retoques sin duda sería un must en todas las partidas. Entiendo que permitir a la IA tener sus fábricas sería problemático, pero en un futuro también le daría mas dinamismo al mod. Gran trabajo, sigue así. Gracias.
Pardua  [author] 19 May, 2024 @ 1:16pm 
xD okay, let me know if you need any help
Valid 19 May, 2024 @ 1:14pm 
Seems it was apparently being caused by another mod I'm using but now that just makes me more confused because it only messed up cola lol ill keep testing around with it first
Pardua  [author] 19 May, 2024 @ 1:08pm 
Hmmm can you give me more details?
I'm just started a new game about 30 minutes ago and did not see any errors yet, but I do not have cola plant researched yet.
I'll keep an eye on the error log.
At the moment I can only see errors about missing meshes, but I see this error since the beginning and wasn't able to fix yet, but I did not see any impact.
Whats the error you see in your log?
Valid 19 May, 2024 @ 12:55pm 
Whatever you did in the update broke the pop need for cola and severely lags the game because it spams the error log with thousands upon thousands of errors. I fixed it myself but just thought it'd be better that you know.
Pardua  [author] 19 May, 2024 @ 3:15am 
Ich bin selbst noch ziemlich neu dabei. Kenne sonst nur CMD, Powershell und ein wenig C++, was ich vor 20 Jahren mal in der Berufsschule gelernt habe ^^
Hilfe kann ich auf jeden Fall gebrauchen. Ich habe viele Ideen, aber ich muss mich auch immer erst reinfuchsen. Ich bin von Zeit zu Zeit in dem Vic3 Modding Discord. Schau doch mal vorbei und dann schnacken wir.
https://discord.gg/XJbqFbHdsM
Guy Fawkes 19 May, 2024 @ 2:40am 
Sehr nice
Kann man dir irgendwie bei der Entwicklung helfen?
Ich kann Python, SQL, Java und etwas LUA aber habe keine Erfahrung mit Modding.
Pardua  [author] 18 May, 2024 @ 10:47am 
Sorry to hear it's not working for you.
I did not have this problem yet, neither did anyone report it.
Do you have any other mods active?
If you want me to troubleshoot you need to upload the log files of your game and maybe save state.

Make sure to check the map if there are really no producing countries. Black markets should spawn in a few random countries to the begin of the game.
I'm also working on a system to let you spawn new black markets, but this won't be finished before the next game update I guess.

https://i.imgur.com/C7KtBw2.png
Awesome1208 18 May, 2024 @ 8:26am 
AI didn't make blackmarket....
Pardua  [author] 14 May, 2024 @ 2:39am 
I just updated the ownership production method.
You should now see a difference in wealth of the employees if you change it
Ice_King 13 May, 2024 @ 11:14am 
Yes exporting the raw materials (Hemp,ect) can still be profitable. The AI nations pops demand these things so they seem to work as normal goods. It's the manufactured goods they don't seem to want. I'll make a copy of the mod and poke around when I have some time.

PS: oh I see update. :D
Pardua  [author] 13 May, 2024 @ 1:49am 
Well, you got me. I think I fixed the issue with the not upgrading trade routes ^^
Pardua  [author] 12 May, 2024 @ 9:02pm 
But btw, it is possible even in the current state to get nice profits. Try not to flood the other markets with different goods and export only to huge markets. For instance, export cola to USA, gin to UK and cigars to Russia, but donˋt export cola and gin to the US market at the same time. You may also need so subsidize the trade centers ins the beginning.
Pardua  [author] 12 May, 2024 @ 8:58pm 
Yeah it´s the balance. That’s also the reason why I lost interest. I have no idea how to balance all the stuff to make it profitable but without breaking the whole game economy. Well, except for try and error, but in the current state of the game, one playthrough takes several hours. Itˋs the prices of the goods, the wage of the workers, the input and output goods and their prices, the amount of goods per trade route level, the category in which the good is demanded and how the good is prioritized in this category and so and so on. I change some values, make a test run, change something else, need to test it again. I need more time or more people helping on this mod to make it good. But it was fun for a while to play with it and maybe I get new motivation when the new dlc comes.
Ice_King 12 May, 2024 @ 7:18pm 
Okay, well RIP.

None of the export routes for the new manufactured goods would generate a profit, so I looked around and the AI nation's markets don't seem to be generating any demand for the manufactured good which we're supposed to monopolize, but I'm new to the game. I suppose this just needs someone else to bake it in the oven a little more.
Pardua  [author] 12 May, 2024 @ 3:43pm 
yeah, I'm not so sure either. Many numbers / production methods are in a "playing around" status. At the moment I lost interest in the mod, but feel free to play around with it or use it for your own mod. I don't care if someone wants to use the assets of this mod
Ice_King 12 May, 2024 @ 8:46am 
I'm not sure what the ownership shares is supposed to do, when I play around with the settings no numbers seem to change.
Ice_King 11 May, 2024 @ 9:20pm 
This looks awesome.
龙头ヽ 27 Mar, 2024 @ 12:03pm 
游戏内卡片的名字是英文的,能调整成中文吗?
Pardua  [author] 23 Mar, 2024 @ 11:33am 
@chocolayte

at the moment, the AI can build the input goods (plantations, seawater plant and black market).
The AI cannot build the production buildings (cigar plant, snuff plant,...).
You can export those goods to the AI and their pops will start to consume it. In the beginning your trade route might be negative balance, but it will improve when more pops start using the goods.
in the later game, when pops start using leisure goods, it should also increase the demand of the AI and they should try to import the goods to their markets.
this mod is just a week old, so it might not work as I intend it to be, aber it will improve over time :)

if someone wants the ai the be able to build all the buildings, go to where your steam libary is located
steamapps\workshop\content\529340\3187312942\common\buildings and replace the et_buildings.txt with this one:

https://1drv.ms/t/s!Aq0jqw7VtpyJjKoG6Ada9gN1c6BPSA?e=4NgLwl
fisto the robo 23 Mar, 2024 @ 11:06am 
snuff production :secretweapon_hoi:
Chocolayte 23 Mar, 2024 @ 10:44am 
Does those goods available to AI too?