Victoria 3

Victoria 3

Expertise for Production Methods
44 Comments
🦈Lily🦈 1 Aug @ 10:42am 
Are this mod and your alternating current mod compatible?
Sunsphere11 31 Jul @ 9:38pm 
@Dubbe sorry I didn't see your reply. Tying it to techs could work, although I can't really think of any techs that would be a good fit to tie it to. Alternatively maybe the more advanced production methods could just have a smaller flat expertise penalty, Or as another alternative you could make higher literacy or education institution lvl reduce the penalty.

Some sort of system to let you smooth over the transition process would be a good feature. Maybe you could have a weaker early game version as a decree (so people need to be strategic about using it) and then a later game, more general version unlocked by something like central planning.
|Teiwaz| 31 Jul @ 9:39am 
i am very sorry for this false alarm
it turns out the issue comes from using the patch for this mod with the BETA version of tech&res

so view this as a warning that there might be some work to do on the patch for the new version
Dubbe  [author] 30 Jul @ 2:39pm 
@Teiwaz I can't reproduce a daily stutter with this mod only. I haven't tested this mod with BPM yet, but they both are very calculation intensive mods. On top of that, Tech&Res introducing a lot of buildings and therefore PMs. An impact on performance is not avoidable.

The calculations are on monthly impulses.
kido 30 Jul @ 11:40am 
Thank you!
Dubbe  [author] 30 Jul @ 11:21am 
@kido: I've pushed a fix for the setback at 0% bug
Dubbe  [author] 30 Jul @ 10:51am 
Performance impact is lesser than initially thought, but there is a small impact. It's impossible to add new gameplay mechanics without performance impact.
Ismail_Kohlsprit 30 Jul @ 9:27am 
on one hand, sounds cool, on the other it sounds like this will add more strain on the engine and introduce more calculations that will cause lag, any reports on the performance?
Lyra 29 Jul @ 7:01pm 
I love the investment rights change
Alma_Negra 29 Jul @ 5:49pm 
Any idea if this mod works with private construction method?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3420714166
仙人卡尔 29 Jul @ 4:11pm 
I don't need this,what I really need is a mod to auto switch to most advanced pm for me
kido 29 Jul @ 2:14pm 
Hi, I've done more testing, and from my modlist it looks like both this mod and Alternating Current seems to cause this issue. I'll leave a comment on that mod page for now just in case someone else also has this issue.
kido 29 Jul @ 3:00am 
Thank you! I suspect it's something deeper than the mod itself, because I recall having this issue before the mod came out, but since I isolated it and it still persists it might be affected too.
Dubbe  [author] 29 Jul @ 2:50am 
@kido Hi, i don't changed anything law related file nor use any law related on action trigger that could override something related to this problem.

@all Does anyone else have problems with law success setback?

I'll try to reproduce your problem.
kido 29 Jul @ 1:46am 
I've noticed that when using this mod, my laws will not setback at 0% success. Do you have any idea what this could be caused by? I've tried running it alone and verifying files.
Dubbe  [author] 29 Jul @ 12:50am 
@XuanYuan_YunBai: What exactly do you mean? The requirements to switch into a pm didn't changed. You have, in the most cases, unlock a technology. Then you und the ai can activate this method.
XuanYuan_YunBai 29 Jul @ 12:32am 
It would be great if AI could directly switch to the most advanced production methods. It’s a headache that current AI can’t switch to advanced production methods.
Belethi 28 Jul @ 6:39pm 
Awesome concept, love to see it.
Lazy Invincible General 27 Jul @ 6:51pm 
yeah, just saw the note since steam decided to be funny and not load everything (I have no idea why it does that sometimes)
Lazy Invincible General 27 Jul @ 6:51pm 
I'm assuming if this is to work with a mod that adds new production methods or factories (such as one that makes factories only make 1 type good) a patch would need to made
CengizHan 27 Jul @ 11:37am 
I’ve shared the Turkish localization of your mod in the suggestions section. Please consider adding it to the mod. Thank you!
Necrotes 27 Jul @ 10:33am 
not sure if it's just me but the penalty from changing PM, which was changed to be on a decay timer (which is a great change) only works for the player. The AI still has the full +50% Goods Input penalty for the full 5 months.
Necrotes 27 Jul @ 10:23am 
Dodocan 27 Jul @ 9:05am 
great idea - needs to be implemented to base game asap.

The changing of production methods instantly is quite immersion breaking.
Maximusvk 27 Jul @ 8:47am 
base game stuff. gj !
daundre 27 Jul @ 4:51am 
This needs to be in the base game
Gaucho 27 Jul @ 3:03am 
Could you make it so that it is affected by country literacy as well?
Brätlihauer 26 Jul @ 11:34pm 
Thank you for addressing this! I always thought its very unrealistic to just switch PM for an entire country without any consequences
Dubbe  [author] 26 Jul @ 11:28pm 
@Sunsphere: Have you a suggesstion how this problem could be solved? Basically it should crash your local economy if you switch a large factory to a pm you have no expertise.

My suggestion to counter this effect is: There are three techs that reduces the effect of the malus. They should also reduce the base duration (180 days) of it. On top of that, i'm looking into, how to make it possible that you could "prepare" a pm change. Once the preparation is done, the building changes to this pm automatically without malus. You say that the early game works very well. How about locking this preparation features behind a tech?
Phoenix Nebula 26 Jul @ 9:14pm 
Oh this is a cool concept. I hope once it's stable it can be made compatible with Heart of Appalachia in the future.
Sunsphere11 26 Jul @ 8:35pm 
I like the idea of the mod and I think it works well early game. However in the late game I started running into some issues where the penalty for production changes made it impossible to switch large factories over without crashing the local economy.
Dubbe  [author] 26 Jul @ 4:35pm 
@Lord Bowser: Thanks for reporting. I pushed a fix for this bug a minute ago!
Lord Bowser 26 Jul @ 2:57pm 
This is a great mod! I believe I have found a bug: The technology spread through investment rights seems to break when the cap is reached: Starting as Spain, I did a lot of investment pacts, getting the spread for mechanized tools to 260 (my cap), but the technology doesn't actually spread into the tech. The techs below 260 spread on the first of every month. Or did I misunderstand how that spread is supposed to work?
NotokBoomer🍅🦝 26 Jul @ 12:54pm 
Great concept, this also reminds me of how production efficiency works in hoi4. Maybe we can take sone ideas from there? For instance maybe an efficiency cap to a PM (say keeping the same PM can only gradually raise efficiency to a bonus of 10% max), then with sone particular technology or laws the efficiency bonus cap becomes 20%, even without changing the PM.
Dubbe  [author] 26 Jul @ 11:04am 
Thanks at all for your feedback.

If possible please let me know what you think about the current balancing.

How affects the technology progress from expertise of PMs you did not unlocked yet your backwards country?
How do you think about the bonus of expertise? Too high or too low?
Is Throughput the right bonus or should it someting other or additional?
How do you think about the malus for switching PMs?
Have you some other ideas how expertise can affects the gameplay?

Thank you!

@comecocos0 There is no easy way to make it compatible with other mods that add new goods but i'm looking for a solution.

Multiple malus modifiers should not be possible. I will take a look at this.
comecocos0 26 Jul @ 10:09am 
Great idea that I wish was in the base game. I noticed that you can cripple yourself with multiple maluses if you switch back and forth between PMs, is there a way to limit that? Also would be cool if you could make it compatible by default somehow with other mods that add new goods, if even possible. Awesome stuff in any case!
zarathustra 0211 26 Jul @ 8:15am 
PDX should literally copy this into the main game
Chatten 26 Jul @ 5:00am 
This is such a cool idea. Very well done
Javedery 26 Jul @ 2:47am 
Amazing MOD!I think pdx should hire you
1230james 25 Jul @ 11:36am 
Stellar concept and just judging by the thumbnails, the UI integration is pretty good. Will have to give this a try.

Have you considered joining the Vic3 Mod Co-op Discord? I'm interested in seeing modded PMs compatibility, although I'm not sure if it'd be possible to do. There's some people way more well-versed with GUI tricks in the discord, though; I think it'd be great if you set up shop in there and got some extra eyes on it.

There's an invite link to it on the Modding page on the Vic3 wiki.
Necrotes 25 Jul @ 8:35am 
This is so fucking good, absolutely insanely well done Dubbe
Aayom 25 Jul @ 6:32am 
Ohhh no wonder, you were too busy cooking
牛奶大魔王 24 Jul @ 7:04am 
Greetings! A good 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
Tobisogne 24 Jul @ 1:11am 
Great idea. Will keep an eye on this.