Victoria 3

Victoria 3

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Land Trade Pays for Transportation Cost
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24 Nov, 2022 @ 5:52am
1 Feb, 2023 @ 12:30am
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Land Trade Pays for Transportation Cost

Description
[www.buymeacoffee.com]

1.. Trade centers created inland will no longer be able to trade without cost. In order to trade, railroad facilities must be expanded in proportion to the size of the trading post.

2.. If you have a border with a trading partner country, so it is treated as an overland trade, but if the trading post is in a coastal state, it still doesn't use convoys like vanilla, but if you don't have an appropriately sized port or railroad like an inland trading post, large-scale trade will happen. Impossible. I forced a little bit of cost to vanilla land trade that can be traded infinitely at 0 cost.

3. Overland trade through the treaty port does not appear to use convoys in the trade window, but the increase in the base cost of the trading center increases the cost of connecting regions, so it has a similar effect to using convoys.

4. In the trading center, not only the owner class such as self-employed or capitalists, but also workers who will work on the site are working.

5. because of adding various input products to the trading center, the labor input has been halved. Profit is similar to vanilla.

6. If proper infrastructure is not provided to the trading center, the prices of input products skyrocket, making normal trading center operation impossible.

7. The number of workers at the port has been cut in half.

8. You have the option to subsidize the port and operate it as a state-owned port or privatize it without subsidies.

9. Added the Passenger function to the port to produce the goods 'Transportation' and generate revenue, making it possible to roll without state subsidies according to the market price.

10. 8 and 9 prevented the ai from doing the buggy behavior of deleting ports from the mid-game

11. International trade increases towards the end of the game because Ai doesn't do buggy actions like deleting ports and builds ports over time.

12. When running a coastal state, the ai has been modded to prefer raising ports over railroads.

13. As a result of testing, Ai uses it very well without any problems.

- Korea Paradox Interactive Game Community Address: https://gall.dcinside.com/mgallery/board/lists?id=rome

- Supported languages: Korean, English

- All bug reports welcome
Popular Discussions View All (1)
0
2 Dec, 2022 @ 6:04am
Japanese localization draft
tKitashiro
34 Comments
Maplover  [author] 14 Aug, 2024 @ 4:34am 
@Aeneas This mod is not updated yet for 1.7
Aeneas 13 Aug, 2024 @ 7:14pm 
It seems some of the html tags in your modified files are misnamed, the debug log is showing a lot of errors where it doesn't know what the modifier you used is.
Maplover  [author] 21 Jul, 2024 @ 6:49am 
@Everybody At some point, land transportation capabilities were added separately in vanilla. This mode will be updated, but its priority has been pushed to a lower priority.
Blessing 25 Sep, 2023 @ 4:42am 
Finance 모드 써보려고 이 모드를 깔았는데 이 모드를 쓰니 무역소에서 수익이 전혀 안 납니다. 후반 가면 10k씩 보조금 줘가면서 운영해야 하게 되는데 이게 맞는 건지 모르겠네요.
NOMAD 4 Apr, 2023 @ 1:59am 
@AUSTRIA STRONK 이거 1.2 나오고 나서는 작동을 제대로 안할 겁니다. 이후에 육상무역 역량 관련된 공식 패치도 있었고, 건물 전반의 수익성이 재조정되어서 이 모드가 제대로 작동할 수 없을거에요.
AUSTRIA STRONK 18 Mar, 2023 @ 9:44pm 
이모드를 키면 모든국가들의 무역소수입이0으로 수렴해서 무역이 제대로 안되네요. 저만 그런건지....
2gogokim9416 16 Mar, 2023 @ 6:24am 
@Maplover 작성자님 수고 많으십니다. 다름이 아니라 1.2 패치가 되면서 내륙지역에 항구 건설이 가능해지는 버그가 발견된 것 같습니다. 확인 부탁드리겠습니다.
Maplover  [author] 20 Feb, 2023 @ 5:34am 
@Gidal 해안이 있는 국가는 항구에서 이동 수단을 생산하는 방식을 채택하면 됩니다. 내륙국인 경우 다가올 1.2 패치에 내륙국도 철도 없이 무역소를 굴릴 수 있게 패치될 예정입니다.
Maplover  [author] 20 Feb, 2023 @ 5:34am 
@Gidal 해안이 있는 국가는 항구에서 이동 수단을 생산하는 방식을 채택하면 됩니다. 내륙국인 경우 다가올 1.2 패치에 내륙국도 철도 없이 무역소를 굴릴 수 있게 패치될 예정입니다.
Maplover  [author] 20 Feb, 2023 @ 5:31am 
@AUSTRIA STRONK 그런 피드백이 많아서 1.2 패치 때 반영될 예정입니다 피드백 ㄳ