Victoria 3

Victoria 3

Concentrated Industry
15 Comments
GANK 28 Nov, 2024 @ 5:00am 
更新?
Gitmont y Cor 1 Aug, 2024 @ 11:16pm 
Awesome idea! Will this mod work properly with AI enhancment mods? Probably no :(
watchout 27 Jul, 2024 @ 10:08am 
How well does the AI perform with this mod? And how long does it take the AI to even begin to build up high pop states that aren't sufficient urbanized at the start of the game (e.g. most of Japan)? There are some concerning factors that I'm not sure how well the AI can cope with just by looking at the changes you made in the defines file.

Specifically: requiring 100k excess labor for a new building instead of 5k means that the AI will be wanting to keep around a ton of peasants; and requiring 25m pops in incorporated/10m in unincorporated states instead of 250k/1m for a new good to be introduced means that the vast majority of countries will never be able to introduce a new good they've unlocked through technologies or that they didn't already produce at game start.

Surely that is going to cripple the AI isn't it? I like the concept of the mod, but these changes seem massively penalizing for non-player countries to even begin to function properly.
Vantila  [author] 21 Jul, 2024 @ 12:52pm 
@player4 No I meant the building slots
Player4 21 Jul, 2024 @ 10:38am 
You don't really need to script it there is a max_construction_sector modifier that can be added to the level stat of urban buildings.
Vantila  [author] 21 Jul, 2024 @ 9:26am 
@Ellisten you gave me a scare for a moment :D because steelmills were the first one I prototyped :D

@Player4 and @Sunarian that's a great idea! I initially wanted to do slot allocations for urban buildings. Just like companies but I would need to do the whole gui and figure a way to script it and at the end of the day effort required / end result ratio was very bad on that one :D So I figured current implementation would be the simplest way to get something in that ballpark. But yeah next iteration would be just tie-ing construction to urban centers.:praisesun: :praisesun:
Ellisten 20 Jul, 2024 @ 7:53pm 
nvm sorry another mod was overwriting entire building groups file for fun lol :DDD
Ellisten 20 Jul, 2024 @ 7:09pm 
hi so i'm not sure if there's a deliberate reason for it but i noticed that the industry file in building groups permits construction of all industry if you have a level 5 urban center OR steel mill, and that the only requirement for steel mills is having steelworking, despite the industry file saying they require a lvl 10 urban center or a preexisting steel mill. i suspect that the industry banned clause below it is overriding your parameters for building them, and instead needs to be incorporated into the or statement you've written
Player4 17 Jul, 2024 @ 4:44am 
Would it be better to make Construction Sectors by amount of Urban Centers? at 15 have 3? at 50 have 10 etc, would be better and more accurate than this right now
Sunarian 15 Jul, 2024 @ 7:00pm 
Sorry if this has already been considered, but might it be more accurate to limit construction sectors with something like LIM = MIN(URBAN_CENTER_LEVEL, BASE_GAME_LIMIT)? Maybe ( urban_center_level / 2 ) + 1 would be better?
Vantila  [author] 12 Jul, 2024 @ 5:19pm 
As a result of popular demand I've made a non construction sector limit version of the mod Concentrated Industry.


Now this way people who like the mod but don't like the construction limit can use this one instead. Enjoy!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3287925452
Mikelo 11 Jul, 2024 @ 4:28pm 
I would remove construction sectors needing 5 Urban Center, basically makes many nations imposible to grow.
PostreDeYogur 11 Jul, 2024 @ 4:24pm 
the deterrent is that pollution is gonna make your industrial states a population sink :3
Ellisten 10 Jul, 2024 @ 8:03pm 
ok after some playing i have concluded that it is actually pretty cool except for the fact that there is no deterrent for stacking all industry in a single state.

i don't know how feasible it'd be to implement but something like "-1 throughput for every level larger the state's largest industries" i.e, lvl 5 steel mill lvl 3 tool workshop and lvl 1 motor industry, the steel mill will have 5% throughput the tool workshop will have 1% and the motor industry will have -4%, but if they were all lvl 5 they'd all have 5%.

that way you can either simultaneously build up all industries and they'll be equally established, or you have to deal with the difficulties of building new industry in an established environment, where the larger industry will edge out the rest until they can fend for themselves.

of course this sounds like it'd be very challenging to do simply from a formula perspective let alone actually putting it in using paradox's modding framework
Ellisten 10 Jul, 2024 @ 7:11pm 
this sounds like a really really cool idea but it sounds like it might be insanely annoying to actually play with so i will withhold my final opinion give me a few hours