Victoria 3

Victoria 3

Anbeeld's Stockpile Economy
112 Comments
Flow 19 Jul @ 7:04pm 
@Anbeeld Thank you for your work and still updating this mod! I also love Imperator with the Invictus Mod, but also Victoria 3, and both wouldn't be the same without your effort. Of course, also big thanks to @ArcusDeus!
Anbeeld  [author] 10 Jul @ 2:58am 
Updated to version 1.1.5
- Compatibility with Victoria 3 1.9.5, all credit to ArcusDeus
mlgprocupcake 8 Jul @ 3:07pm 
new update when?
hello_moto2901 3 Jul @ 10:12am 
this is so awesome i hope its updated
Marcus 3 Jul @ 12:15am 
Update Please
kebabblaster9000 29 Jun @ 3:27pm 
update?
ExpedientFalcon 27 Jun @ 6:23pm 
Definitely breakage with 1.9. When right clicking on a country, cannot perform any diplomatic actions and the flag shows as blank. Narrowed it down to this mod.
零度极光 18 Jun @ 7:08pm 
oh we need update
Alma_Negra 17 Jun @ 7:16pm 
Will be updated?
Vantila 1 Jun @ 8:02am 
Here are my settings for theoretically having the middle ground between minimal performance impact and immersion of the mod:

AI Countries Stockpiles : Military Goods Only

Player Goods To Stockpile By Default : None

Stockpiling States : Capital Only

State Priority Saving Bonus : 0%

Which AI Countries Can Stockpile : Great Powers Only

For optimum performance use country merging and state merging mods as well which seems to be compatible with this mod. Hasn't had an issue yet.
Vantila 1 Jun @ 7:57am 
Same goes for stockpile location. Is "Capital Only" more performant than other settings?

Because I suppose Capital Only requires less calculations.

Mod doesn't have to take into account GDP of states and I guess Capital Only means there's only one hidden building per country.
Vantila 1 Jun @ 7:52am 
In ASE settings : ASE I Goods Stockpiled by AI

Tooltip on "Military Only" says that it has major impact on performance, but other stock pile options such as All Goods or All Industrial doesn't say that, tooltips doesn't really fit and become unreadable " ... ".

Does all these AI stockpile options equally affect performance or would it be better to just allow Military stockpiles for the AI?
牛奶大魔王 31 May @ 10:14am 
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
E 26 Apr @ 8:22am 
Is there a version without all the customization options?
I mean, I appreciate it but there are 11 different game rules, and a decision that just never goes away.
Dath 26 Feb @ 8:28am 
Any chance you could make the "stockpiling of X" not be expanded by default? It adds a lot of extra scrolling when checking trade routes on goods.
Anbeeld  [author] 15 Feb @ 9:55am 
Updated to version 1.1.4
– Added German translation by KushGene.
KushGene 1 Feb @ 3:47pm 
I have sent a pull request on the GitHub repo for German translation.
Dunkin' Darius 20 Jan @ 9:15am 
Not something I'm personally interested in but damn that's impressive you got this to work so well!
ExpedientFalcon 14 Jan @ 5:19pm 
It looks like the game rules issue is not related to this mod after all, it seems to be a bug in the base game where game rules for mods get reset to defaults if you select them before selecting a game objective.
zzzptm 11 Jan @ 1:07pm 
I can send a save game. Would you be able to work with me on the issue in Discord? (my server link on my YouTube channel page)
Anbeeld  [author] 11 Jan @ 1:04pm 
@zzzptm
Could you please send me a game save with the issue where market UI causes the game to slow down? I wasn't able to reproduce it myself.
ExpedientFalcon 10 Jan @ 4:13pm 
Changing the game rules for which goods to stockpile by default for either the player or the AI does not seem to be working, it is always using the defaults (Military Only for player and Military + Most Industrial for AI).
溜溜橙 10 Jan @ 4:48am 
amazing! to make this game complete!:steamthumbsup:
zzzptm 9 Jan @ 1:47pm 
Having good fun with it, made a tutorial video for the mod: https://www.youtube.com/watch?v=WJoZg6mmPSc
ExpedientFalcon 6 Jan @ 10:03am 
Thanks, much appreciated!
Anbeeld  [author] 5 Jan @ 2:25am 
Updated to version 1.1.3
– Compatibility with Victoria 3 1.8.6
ExpedientFalcon 1 Jan @ 12:20pm 
There seems to be some oddity with the right click menu, for example the right click to bolster/suppress interest groups has broken translations. This likely needs an update for 1.8.
Milatus 30 Dec, 2024 @ 2:54am 
Remove stockpiling isn't work.
Histidine 11 Dec, 2024 @ 7:51pm 
For anyone curious: (seems to) work with 1.8, only issue I noticed is the fake building is missing its icon.
https://imgur.com/Q5az0U5
Ludi Et Historia 9 Dec, 2024 @ 2:27am 
Absolutely amazing mod brother!
Chesher 28 Nov, 2024 @ 6:31pm 
Great idea, it's confusing that there are no expenses for logistics - storage, maintenance, damage
urban 22 Nov, 2024 @ 3:22pm 
Is this still work with 1.8?
Anbeeld  [author] 15 Nov, 2024 @ 2:19pm 
@Dohaerās!
Ofc not :D
Dohaerās! 14 Nov, 2024 @ 12:22am 
Did you get an offer to get hired by paradox?
udkudk 20 Oct, 2024 @ 8:54am 
@Anbeeld

You can use "every_market_goods" scope on "every_market" Scope to scope to mod created Goods (When Player or AI starts to use it, it will appear via every_market_goods).
Just add an scripted effect via an mod compatible "Monthy on_actions" (on_actions can call other on_actions without overwriting file, so you can create custom on_actions that causes no mod conflict)
scripted effect should check if there's any new good that isn't processed by Mod (maybe via "is_target_in_global_variable_list" trigger?) and than make Mod process that good.
Anbeeld  [author] 30 Sep, 2024 @ 5:17am 
@Dafigs
There's a game rule to remove this limit.

Sorry for the late response, I'm moving to another country and don't even have an access to my PC.
difo8426 20 Sep, 2024 @ 9:08am 
it use too many budget.
FG_Remastered 11 Sep, 2024 @ 9:19am 
@Dafigs: While nothing would technically prevent this, I imagine, this is the case, yes.
Dafigs 10 Sep, 2024 @ 5:41pm 
Just wondering, your market stockpile for any one good can only save into the stockpile if the market balance is positive, correct?
Johnny Testickle 2 Sep, 2024 @ 1:19pm 
@FG_Remastered Setting the Default Stockpile Capacity mid-game only allows you to change the Default Capacity, Saving Targets, and Spending Targets - but not the default Saving/Spending policy, which appears to only be available in the Game Options - thanks for pointing that out!
FG_Remastered 2 Sep, 2024 @ 9:36am 
@Johnny Testickle: There should be. Open a random (non-state) good and open the submenu under the priority selection. There should be a set of buttons to apply settings to all goods.
Additionally, you can preset them with a game rule before you select a country.
Johnny Testickle 1 Sep, 2024 @ 5:02pm 
Is there any way to set their save/spend policies from a single menu where you don't have to click each good individually and set their policies individually? Perhaps a single button to set all of them at once, or to add a set of buttons listed next to the good that lets you set them all from a unified menu, similar to how you can set your tariff policy for each good in the vanilla game from a single scroll-able menu as well?

It's dizzying to have to open the trade menu and click each good individually, and go back, and do it again, 43x times in a row whenever I need to change my save/spend policies.

Otherwise than that, I love this mod, it solves my biggest gripe with the game's market system! :flowey:
FG_Remastered 22 Aug, 2024 @ 10:25pm 
Glad to be of help! (2500h btw)
Senju Bolsorama 22 Aug, 2024 @ 3:50pm 
@FG_Remastered Ohhhh now I got it, you are absolutely correct. I didnt know that (250 hrs btw). Well, in that case it makes sense. Thanks Anbeeld for the mod and FG for the explanation.
Anbeeld  [author] 19 Aug, 2024 @ 4:55am 
@Senju Bolsorama It was easy to do before 1.7 cause you could make government owned buildings pay all their profit directly to the budget, but now it's all tied to country level dividend modifier and I haven't seen any way to e.g. make a single building bypass that and use a 100% modifier instead just for itself.
FG_Remastered 18 Aug, 2024 @ 8:08pm 
Read my comment again. Gov building dividends are split between the treasury and the investment pool based on your laws. (100% treasury with command econ and 100% investment pool with laissez faire.)
Senju Bolsorama 18 Aug, 2024 @ 3:38pm 
Besides that, excellent mod!
Senju Bolsorama 18 Aug, 2024 @ 3:33pm 
@FG_Remastered The mod simulates stockpile through a building. This building pays dividends to the govt when selling items in stockpile. You can see it yourself in the income sheet
FG_Remastered 18 Aug, 2024 @ 3:06pm 
@Senju Bolsorama: I don't think you can directly go from a building to the investment pool.
Senju Bolsorama 18 Aug, 2024 @ 8:33am 
I see one problem. The profit of seeling the goods is being distributed as government dividend, which is usually just 25% efficiency. Isnt there a way of distributing the profits of selling the stockpile with 100% efficiency?