Victoria 3

Victoria 3

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Grey's Urban Synergy Unleashed
   
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24 Nov, 2024 @ 7:24pm
16 Jul @ 1:08am
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Grey's Urban Synergy Unleashed

In 3 collections by MasterOfGrey
Grey's Little Reworks
11 items
Grey's Essential Recommendations
44 items
Grey's Starter Pack
28 items
Description

Supports Victoria 3: V1.9 (and onwards)
Mod Version: V1.4
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.8.2

The Community Modding Framework is Required.
The others are Recommended.

*MUST have a new game - your save will explode if you either add or remove this mid-game.

This mod started as a compatibility patch designed to make 11 different mods work together. At a certain point it ended up becoming its own thing.
So, this reworks the whole urban buildings environment, and a few related touch points, to create a system with in-built synergies. Urbanization gradually increases the total construction capacity (without necessarily costing the government), railways are profitable throughout the game and have additional options, ports can now be privately owned and contribute to the transport economy, rivers can now have portage, power plants have more diversity and can be extended to powering a distribution grid (this adapts content from "Power Plants+").

All in all, it is a system that has been designed to round off some of the sharp edge-case corners in the urban economy, and to ensure that the AI can naturally benefit from the same things the player can.


Features:
Logistics Services
Ports and railways now produce a new good called "Logistics Services". Rather than transport, which is of course the capacity to move goods locally, it represents the ability to organise goods to be transported - which can be done locally or coordinated from afar. Which also means that this is a tradeable good! Countries can import logistics services to increase their land trade capacity - effectively "buying" access to their neighbour's ports.

Urban Center & Electricity Rework
Urban Centers require twice as much urbanization per level now, and the primary PM has been rebalanced and now produces a small amount of construction. Streetlighting has been expanded to also infer general urban electricity supply and these PM's are designed to interact with the Power Plant rework to ensure that the AI can transition to a distribution grid for electricity successfully. The Power Plants are effectively the ones from "Power Plants+", but the structure of the PM's has been reworked to ensure the AI can understand them.

Transportation Rework
Railways, Ports, & River Ports are all profitable providers of transport throughout the game, and both contribute to MAPI. Additionally, the transport economy no longer starts from 0. Subsistence farms provide transport, and basic road cart pm's consume it, so right from the start there is some transport floating around the local market. This greatly smooths out the initial industrialisation via rail. Pops also cannot switch en masse to automobiles in the late game, as the amount of their transport need that can be met by automobiles has been limited to a mere 12.5%.

Services Rework
In addition to the rebalance of Urban Centers - Government Admins now produce a small amount of services and have been rebalanced with reduced workforce needs and extra PM's, and a new Public Green building is available to provide services. This building uses arable land, so it is naturally limited and competes with agriculture for land which can be cultivated.
As part of this, Manor Houses now directly reduce state tax capacity as they use their position to try and evade taxation, and financial districts contribute to urbanization which helps to produce the services their pops consume.

Construction Rework:
PM's for construction sectors have been scaled down to 40% of their original sizes. This means that in the early game it's much easier for small AI nations to maintain at least 1 wooden construction sector - which is critical to enabling the autonomous investment queue. A dynamic country modifier increases the maximum number of construction sectors to compensate so that total capacity is unchanged and no compatibility issues are introduced with technologies.

Extra Consumption:
Some buildings now consume additional goods. In particular, naval buildings consume additional supplies to represent the specific goods in excess of pop consumption that the government would fund to support the crews while they maintain a fleet at sea. Ports also consume groceries as supplies proportional to the modernness.

Subsistence Changes:
Subsistence farms now produce small amounts of transport, services, & logistics to smooth out the economic demand shifts. This also contains an experimental boost to pop growth from empty subsistence farms that helps global population reach its intended target.


This tries to be self-contained and avoid conflicting with things it doesn't need to.
However, it's a decent sized mod so compatibility is an issue in lots of cases.
For full details on compatibility go to the discussion post here: Full Compatibility Notes
#Safe for: #KAI #PDT #TTS

Use my compatches for:
Other available compatibility patches:


Can you change <insert language> localisation?
If you send it to me I will add it.

My transport is cheap/below base price, how do I raise demand?
That’s intentional: The whole point of industrialisation was that some things became cheap which enabled other things to become possible.
Transport is a major essential need for pops and agriculture, so it’s designed so that late-game it is possible to have very cheap transport and still have transport be profitable to produce.
A successful and highly industrialised late-game economy should have cheap electricity, transport, and services.


My power plants aren’t producing power?
You have a mod conflict that I don’t have a patch for. Read the Full Compatibility Notes


Many thanks to nahantelhe, Ferrous, ovnxize, Starry Inori, 1230james and Grimhat for their works which inspired this.

Major Thanks to BrokenRobot, without whom my sanity would never have endured long enough for this to be published.

Language Support:
Most Localizations are done by Machine Translation!
-> Replacements are welcome from anyone!

Credit will be given to to providers of localisation content:
  • French: Zhikan

Other Translation Mods:
Independent Vietnamese Translation: [Vietnamese] Grey's Mod

#Rework #Services #MAPI
#Electricity #Urbanization
#Trade #Economy #USU #GUSU
You can support me on Patreon: [patreon.com]
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.