Victoria 3

Victoria 3

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Expertise for Production Methods
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26.808 MB
23 Jul @ 9:00am
30 Jul @ 11:18am
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Expertise for Production Methods

Description
Expertise for Production Methods

Have you always been bothered by the fact that switching production methods in hundreds, if not thousands, of building levels happens instantly and without any downsides? Or that an old production method becomes instantly obsolete as soon as a new one is researched?

This mod aims to fix that by introducing a bonus for long-used production methods and a penalty for switching to one you have no experience with.

Expertise
This mod introduces a new modifier for each (relevant) production method: Expertise. Expertise represents the general experience of workers with a given production method and ensures that building efficiency increases with long-term use. Expertise also reduces the downsides of switching methods. The higher the expertise for a PM, the shorter and weaker the penalty a building receives when switching to another PM.

Expertise is gained automatically when a PM is used. The more building levels use a PM, the faster expertise grows. If no building uses a PM, expertise will slowly decline.

When granting investment rights to other countries, you benefit from their expertise. Each month, you receive a bonus to your expertise growth based on the difference between your own expertise and that of the other country. This also applies to production methods you haven't unlocked yet.

Expertise in production methods whose technologies you haven't researched yet also grants monthly progress toward unlocking those technologies. So, investment agreements with advanced countries are definitely worthwhile!

Languges

Upcoming Features
If a country has expertise for PMs it hasn’t unlocked yet due to missing technologies, it will receive a monthly research bonus toward the relevant technologies in the future. - Done, but no currently no presentation in UI - Also done
There will still be a need for balancing, and performance can also be improved.

Known Issues
Since some buildings use the same PMs, expertise calculation for those methods is a bit odd. This mainly affects plantations and, to some extent, mines.

Compatibility to other Mods
I'm currently working on a easy solution to integrate EPM with other mods that adds new buildings and production methods to the game.

Compatches are available for:
Popular Discussions View All (2)
4
31 Jul @ 5:21pm
list of other mods with new/changed pms
Dubbe
3
30 Jul @ 11:57am
ideas and suggestions
Dubbe
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