Victoria 3

Victoria 3

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Realistic Power Plants
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1.082 MB
25.11.2022 klo 19.37
2.1.2023 klo 5.10
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Realistic Power Plants

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- Separated the hydroelectric power plant and thermal power plant buildings.

- Hydroelectric power plants can now only be built in states with the river trait.

- If there is a river that can produce significant hydroelectric power generation with Victorian technology, and a river that actually operated a hydroelectric power plant, if there is a state that does not have a river trait, please report it. I will add strong traits in a future update.

- A river trait has been added to some states in France, Joseon, and Japan.

- Hydroelectric power plants can only be built up to a maximum of 5 levels in the beginning, and as the construction technology develops, the maximum level is unlocked by 5 levels. When all building technologies are researched, the maximum construction level of a hydroelectric power plant that can be built is 25.

- Introduce power transmission method and can choose direct current or alternating current.

- In the case of early power plants, only direct current transmission method can be selected, and direct current causes transmission loss.

- If AC is selected, transmission losses are eliminated, but investments are made in the construction and management of transmission facilities and transformer facilities.

- The amount of labor input is 1/8 to 1/9 of vanilla.



- In exchange for reduced labor, the amount of engines put into the power plant has increased significantly.

Hydroelectric power plant engine input per step: 5 -> 23

Power plant (coal) engine input per level: 10 -> 50

Power Plant (Oil) engine input per level: 15 -> 60



- Since the number of people working at the power plant is small, productivity per person seems very high, but the power plant balance itself is barely avoiding a deficit or barely making a surplus. Power plants can't generate meaningful taxes, but they don't have to deal with massive deficits like vanilla.


- When all products are at standard prices

Hydroelectric wage breakeven points: 7.09 (vanilla), 13 (mod with D.C), 15.62 (mod with A.C)

Thermal power (coal) wage break-even: 5.5 (vanilla), 10.92 (mod with D.C), 14.39 (mod with A.C)

Thermal power plant (oil) breakeven point: 9.8 (vanilla), 11.33 (mod with D.C), 14.64 (mod with A.C)



- The amount of coal input to the power plant is the same as vanilla, and the amount of oil is reduced compared to vanilla.

Coal input per power plant (coal) stage: 50 -> 50

Oil input per power plant (oil) stage: 50 -> 29


- Overall electricity production slightly increased over vanilla.

Generation amount per hydro power plant stage: 50 -> 59 (DC), 109 (AC)

Generation amount per power plant (coal) stage: 100 -> 161 (DC), 211 (AC)

Generation amount per power plant (oil) stage: 150 -> 170 (DC) 220 (AC)



- Vanilla coal power generation profitability was so bad that there was a tendency to stick to only oil power generation, but in the mode, coal power generation and oil power generation profitability are similar, so that ai will choose a power generation method rationally according to the resource price.

- As a result of the ai test, it works normally without any problems.

- Because it is a mod with added buildings, it is not compatible with ai improvement mods such as Anbeeld.

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

- Supported languages: Korean, English, Japanese(by tKitashiro)

- All bug reports welcome
77 kommenttia
Urban79 29.1. klo 14.12 
please update
MatMax 29.10.2024 klo 5.39 
The mod is broken. There are no places on the map with a hydro power plant and normal power plants produce no goods.
Semper Augustus 4.10.2024 klo 10.50 
It says I cannot switch to electric trains because I dont have power, same for sawmills. However, I have 5 levels of fully staffed powerplant...what am I doing wrong?
Pamparampampamparam 2.8.2024 klo 8.34 
I wonder if it would be possible to make electricity production effect adjacent states instead of just the state the plant is built in.
Maplover  [tekijä] 21.7.2024 klo 6.46 
@Everybody An update is being prepared.
Drinkingdark1 7.12.2023 klo 14.59 
Hi there, I am having a problem with this mod and your other mod "realistic oil refineries. "

When I enable either this or the other mod, electricity and/or oil simply... disappears from the buildings, with no way to produce either of them. If I turn off the mods, they can produce it it again.
No other mods in conflict, since I've attempted to just run these two standalone. Even running this one standalone makes electricity go poof.
Impaler 24.11.2023 klo 3.23 
Note that the River traits with its Infrastructure bonus is meant for NAVIGABLE rivers, aka slow broad rivers. Hydro electricity is best produced in rapidly flowing rivers or waterfalls, the exact OPPOSITE of where rivers are navigable. Your hydro resources should but up in the mountain provinces, not down in the valley's. This will be both more realistic and better balance mountains which currently just suck.
Impaler 22.11.2023 klo 22.02 
Also with regard to rivers, what you should be doing putting the Hydro Plant under Resource section of buildings, and having a maximum number just like for coal or iron. This will let you have a much more realistic and fine grained control over the amount of Hydro available rather then just going off the binary river trait.
Impaler 22.11.2023 klo 21.55 
Calling it a 'electric power plant' is redundant. Just shorten the name to Hydro Power Plant
Zenvictplayer 19.11.2023 klo 5.51 
Does the mod still work in 1.5?