Victoria 3

Victoria 3

Grey's Urban Synergy Unleashed
214 Comments
MasterOfGrey  [author] 29 Jul @ 7:24pm 
Yes, since 1.9 things have definitely amped up, and the problem is confounded by 4 main factors:
- company bonuses
- vanilla issues with hiring/promotion/jobseeking
- the reduction in workforce requirements for things like rail, etc.
- the absolute need for railways, ports, and power plants to be competitive job hiring industries in any economy

I'm contemplating a very deep rebalancing, but it's a lot of work.
Though, I also think that people underestimate just how great a comparative advantage some places could achieve in this era. More often than not, the outcomes from USU are surprisingly historically consistent - but people interpret them as unbalanced.

You are welcome to join my discord (check the collection description) if you would like to discuss with me.
MrWayne 28 Jul @ 11:34am 
imo there are 2 main reasons for that huge impact: (probably) wrong calculation of wages for ur underlying calculation of base profitabilities on PMs and some other ppl pointed out the %-based state effects, often more or less uncapped.
if u're interested in more details, i'd be happy to discuss it further in a private chat/discord or another platform. otherwise thx for ur work, i appreciate using the modified version of ur mod
MrWayne 28 Jul @ 11:34am 
first of all thx for the mods, lots of good changes. this mod changes a LOT of things and has a lot of potential, but imho is also the least balanced one. recent updates with companies and their throughput bonuses, prestige goods etc. added a huge amount of power creep and many of the changes in this mod further multiply the effects far beyond what some ppl (me included) consider a healthy state. while i appreciate many ideas, i felt the need to tweak a lot of numbers to tone the mod down. before replaying victoria 3 after 1.9x updates, i used to play 1.5-1.7x, dont remember exactly now, but iirc PMs efficiencies 20-40 were great for lategame PMs. with this mod some PMs allow numbers in several hundreds, sometimes way over one thousand (and no, i dont use any other mods, that have any effects on PMs).
BeheadThoseWhoInsultKane 26 Jul @ 5:38am 
@MasterOfGrey fair enough i guess

just got my feedback out in case you want to tune anything!
USS Salt Lake City 26 Jul @ 5:36am 
Looking around, it seem to be for every revolution that splits the country
USS Salt Lake City 26 Jul @ 5:18am 
I think there's a bug with revolutions. After a successful revolution, I lost the country modifier boosting number of construction districts as Two Sicilies.
Meaty Citadel 25 Jul @ 3:23am 
Is this compatible with political & economic changes mod? Or does the river feature clash with one another?
MasterOfGrey  [author] 24 Jul @ 9:10pm 
> i was producing more textiles and furniture than the rest of the world combined.

This is historically appropriate. Bengal cotton had comparative advantage until american cotton scaled enough to replace it in british imports. Britain consumed 88% of the global cotton export and produced 50-60% of the global cotton textiles at one point.
An industrialised Bengal achieving a situation where that production shifted from the UK, to Bengal, where the production was happening directly, and maintaining a share of production more than the rest of the globe combined is entirely plausible from a historical standpoint.
BeheadThoseWhoInsultKane 24 Jul @ 1:57pm 
iirc AI does build construction infra last i've checked GB, and ports are profitable as they provide infra and logistics services.
BeheadThoseWhoInsultKane 24 Jul @ 9:33am 
Oh right this was discussed just below in the thread.
Yeah to add to what was already said i think Urban Center bonuses just does not work with updated trade/companies and needs to be limited by non-linear functions if it's possible.
Bonuses are just insane and balance goes out of the window. I was taxing some 1.5M dividends on capitalists in 1890.
BeheadThoseWhoInsultKane 24 Jul @ 9:25am 
Hi!

In my recent EAC -> India run with companies-heavy economy urban centers added 600%+ throughput on manufacturies in Bengal region (25M pop center iirc). As a result - stacking manufacturies here was extremely lucrative and is a prime example of positive feedback loop (more factories -> more urbanization -> more urban centers -> ...)
I guess probably working as designed, but i think the bonus is a bit nuts, i was producing more textiles and furniture than the rest of the world combined. Maybe should be capped or balanced in some other way?
At least breaking positive feedback loop might be a good idea.
MasterOfGrey  [author] 20 Jul @ 6:02pm 
Read the FAQ
rotit 20 Jul @ 8:07am 
I dont know if its intentional or not, but whenever i have this specific mod on power plants just dont make any electricity. All they do is consume coal and generate pollution, nothing more. I do have a ton of different mods on so it might be a compatibility issue.
Baneslave 19 Jul @ 12:17am 
Ah, right, PM enabling scripting seems to be far more limited than I was assuming. I don't think there is way (even hacky workaround) to stop game doing that. Shame.
MasterOfGrey  [author] 18 Jul @ 11:55pm 
Yes that's vanilla behaviour, and working as intended, it only doesn't do anything because we've explicitly coded it to avoid it temporarily switching back and forth when the player uses that action.
Baneslave 18 Jul @ 11:52pm 
Small, but annoying bug: Reset Production Method widget tries to change Trade Center's Port Access PM. That of course is not possible, so it will not do anything but the state is highlighted on the map.
MasterOfGrey  [author] 18 Jul @ 6:25pm 
It is intended that Qing is effectively unable to collect taxes from some of its states at the start. At this point in time this was de facto the situation in reality.
A Jaffa Cake 18 Jul @ 10:58am 
Any chance of turning down the tax capacity malus on manor houses? Or maybe something to counter that through urban centers? For the Qing you're getting 0 tax collection to a level I'm not sure can be countered by any level of admin early game.

See what youre trying to do but i dont think it works with the amount of manor houses in some provinces.
MasterOfGrey  [author] 16 Jul @ 7:43am 
You should look harder?
Having any urban centre gives you +2, then you get 1 per 10 levels.
V.F.E 16 Jul @ 7:33am 
Thanks! Is there a ratio of how much urban centres needed? Because when i hover over urban centers it only shows bonus public green throughput.
MasterOfGrey  [author] 16 Jul @ 12:27am 
None. Urban centres increase the public green building cap.
V.F.E 16 Jul @ 12:22am 
Which tech increases the Public Green building cap? It starts at 3, but I need 5 for the company.
MasterOfGrey  [author] 15 Jul @ 10:29pm 
Yes, it acts as a counterbalance to the workforce scaled bonus from urban centres.
People like living in cities, and *to a degree*, a trade centre is an attractive place to be.
At a certain point though, a city that is disproportionately reliant on trade becomes less desirable as a place to live.
alanbf1992 15 Jul @ 10:17pm 
I don't know if the trade center reducing migration attraction is working as designed or not, in code it looks like maybe?, but it isn't mentioned anywhere in the page.

In case it isn't:

level_scaled isn't affected by throughput, but workforce_scaled is, so if you do

level_scaled = { state_migration_pull_add = 0.1 }
workforce_scaled = { state_migration_pull_add = -0.1 }

After just a few levels and a company with trade center rights -> the migration attraction turns negative. In an industrial city it can turn really negative.
Saltmarine 12 Jul @ 8:50am 
i don't know how github works nor you have it linked here but i suggest either removing state construction efficiency maluses from urban centers or adding lategame laws that heavily mitigate the maluses in combination with arc-welded buildings + HV arcades. take for example tokyo. insane urbanization yet it has no problems building anything thanks to good zoning laws, no nimbies, efficient administration.
PoKa 12 Jul @ 6:48am 
Can you make a compatch with tech res?
MasterOfGrey  [author] 12 Jul @ 6:30am 
Well if you would like to propose some numbers on the github I can test them out.
Saltmarine 12 Jul @ 6:20am 
interventionism, getting investment rights in other countries, occasionally nationalizing non-company buildings so the company can scoop them up, industrializing fast, encouraging exports to stimmy industrial goods. other companies aren't as good in terms of levels, tools one reaching ~15k levels, ~12k for engines. steel is just the most used good throughout the game by quite a bit, add in the inputs to it to the company and volia, 32k levels of company hq which own pretty much the entire base heavy industry.

i know how it works, i've snooped around your code and made some changes which i recommended in my previous post so that i could build literally anything in a meaningful amount of time in those certain states which are heavily urbanized.
MasterOfGrey  [author] 12 Jul @ 5:46am 
I mean that's insane. I don't know what you're doing to have done that. Most reasonable people consider 3k company levels to be a big company, nevermind 32k...

I need you to understand though, this penalty isn't "on top" of anything.

Each UC gives +1% construction efficiency as a base, each *fully employed* give -1%.
The penalty comes about purely and exclusively from the throughput bonus of the urban centres, because the throughput bonus affects the -1% but not the +1%.

I can't reduce the malus at all without causing smaller UC's to give a construction bonus instead, even when fully employed.
The efficiency malus is *entirely* a product of the degree of success, it's *exactly* proportional to it.
Saltmarine 12 Jul @ 5:09am 
the AI has no relevance in my complaints. if you manage your companies well, they're not stacked in one province. the numbers i've achieved are just from one state with one company HQ. iron, prestige steel and coal company froms the start of the game is just that good. 25k company levels in 1890, 32k in 1910.
MasterOfGrey  [author] 12 Jul @ 5:05am 
The AI certainly does not get states with urban centres of 300+ levels. I have a test game right now in 1905 and the highest I can find is 143.

I suggest that a player should maybe learn not to put all their company HQ's all in the same state...

Or perhaps, you are using some mods that are not interacting very well here?
Saltmarine 12 Jul @ 4:53am 
this btw was from a campaign i've played until 1910
Saltmarine 12 Jul @ 4:53am 
when reaching urban center levels of 300+, those provinces become unbuildable in thanks to >-200% construction efficiency and this is a huge problem for your capital or any region with company headquarters. Nothing will get built in them until far beyond the scope of the game. i get why you did that but consider that company headquarters, financial districts and so on can reach to levels so high that by 1900 you will have urbanization of 1200+. Hell, even Beijing had an urban center level of 800+ and that was without any company headquarters. This brings us to another point - such insane urbanization creates throughput bonuses for textile mills, food industries and furniture manufacturies of >2000%. This needs to go, it is absolutely insane and overtuned. The game isn't balanced around numbers this high. I'd suggest cutting the construction efficiency malus from workforce of urban centers to 1/5 and removing throughput bonuses for industries.
Nixon Now 11 Jul @ 8:11pm 
@MasterofGrey

Apologies for my earlier comment, as it appears I was wrong about Urban Synergy Unleashed being the cause of the IGs spawning in, as it happened in my latest game with the mod disabled. Thank you for the quick response, though!
jmiller5067 11 Jul @ 4:32pm 
Unfortunately Historical Population Growth and Resources specifically breaks the subsistence farms producing transportation, which breaks the early game. Both of these mods are very interesting and the only conflict seems to be the subsistence farm issue. Any chance for a compatch? No worries if not, I am already grateful for your great work!
MasterOfGrey  [author] 11 Jul @ 3:09am 
Yes, I've just not got to it yet
SandersV 11 Jul @ 3:01am 
Is it ever planned tech&res mod compatch?
MasterOfGrey  [author] 10 Jul @ 9:53pm 
Mod Updated v1.3.8
- Updated for all 1.9.6 changes
- Public Green output and employment rebalanced
- Issues with inland trade centres in river provinces fixed
- Trade Centre pm management improved

@man
Yes, at a certain point urbanism slows further urbanism due to the constraints of building in a heavily utilised urban centre.

@624932690
The birth rate bonus only comes from *unoccupied* arable land. Qing is just like that.
(Also, Qing's historical challenge in this era was mass unemployment, so appropriate.)

@Cinders_
Basically, yes.

@Nixon Now
Absolutely no idea, nothing this mod touches should have anything to do with that. I suggest BPM is piggybacking off something not-very-robust in vanilla that they shouldn't be.
Nixon Now 10 Jul @ 9:44pm 
Any idea why this mod would cause BPM to spawn in all IGs immediately, including those locked behind events and technologies, but specifically in Texas? Removing this mod fixed the issue, but it sucks because it's a great mod and I enjoy playing with it.
Cinders_ 10 Jul @ 11:53am 
does this mod make services consumption scale with wealth so that capitalists consume much more services than laborers?
624932690 10 Jul @ 10:27am 
Just feel like the birth rate buff from subsistence is wayyyy too high - Qing gets infinite population even when devastation, unemployment, etc
man 9 Jul @ 9:49am 
Hello, is it an intentional feature that state construction efficiency for urban centres declines at max employment?

This means that in urbanised states with 100+ UCs it can take near a hundred weeks to build stuff like power plants and is very dampening for tall gameplay with a limited amount of states.
MasterOfGrey  [author] 6 Jul @ 5:39am 
Yes, don't use the encourage agriculture degree on states with masses of peasant farms.
I am looking into a solution to do things without causing this extreme negative.
Two_Thrones 6 Jul @ 5:13am 
Hello!

Something with this mod in particular is causing Subsistence Rice Paddies to make a state's Max Infra from Population to go negative.
MasterOfGrey  [author] 5 Jul @ 6:12pm 
@EinZwei The description now calls out the bit about the subsistence changes.
You are correct that it advantages the USA some, but it works well for the rest of the world and it helps global population get to about the right point - which was the first priority.
I'm looking into alternative ways to do this, and to fix the issue with this boosting the USA - if I find a way that works, the bonus will be removed from this mod.
MasterOfGrey  [author] 5 Jul @ 12:53am 
(For some general context, since the AI builds a lot better now, a lot of the construction buffs in this mod have been tuned down.)
MasterOfGrey  [author] 4 Jul @ 9:55pm 
Mod updated with a significant rebalance:
- Ports throughput bonus to urban centres is now workforce based
- Both Ports provide an unscaled +10% to urban centres (cities on a river and a coast stack)
- Ports provide some immigration attraction
- Port transport and logistics outputs reduced
- Power grids key off hydropower now
- UC's give workforce scaled throughput bonuses to power grids from arcades and streetlighting
- Power grids give workforce scaled throughput bonuses to power plants (1% to thermal, 2% to hydro)
- Power grid workforce requirements reduced
- Public Greens give a level scaled throughput bonus to UC's off of Seasonal Festival
- PG input resources rebalanced to favour paper more
- UC's current bonus to PG's now scales from 1%->2% as you progress through the base PM's
- UC scaling migration attraction reduced
- Urbanization from company HQ's reduced
- Gov admin workforce requirements from secondary PM's reduced
- Owner building PM's for all government types aligned
hegel with cream cheese 3 Jul @ 5:34pm 
Gotcha. Thanks!!!
MasterOfGrey  [author] 3 Jul @ 4:59pm 
It's in \common\production_methods\yMoG_USU_road_carts_subsistence.txt
hegel with cream cheese 3 Jul @ 11:43am 
Hiya! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3372727920 is what I'm using. It _might_ be unlisted though, LMK if I need to link a similar mod.

I don't mind if you can't fix it/make a compatch/whatever, but would you be able to know what files I would need to edit to remove the birthrate boost?