Victoria 3

Victoria 3

Locomotion: Land, Water, & Air
 This topic has been pinned, so it's probably important
1230james  [developer] 8 Sep, 2023 @ 1:17am
Manual / Detailed Rundown
LLWA - Manual / Detailed Rundown

Buildings Overview
LLWA introduces three new buildings: Roadways, Waterways, and Aerodromes. Each of these are similar to Railways in that their primary purposes are to output Infrastructure and Transportation, and can be controlled through a base Production Method Group (PMG) specifying the source of motive power, a refining PMG that boosts Transportation output in the form of passenger-themed modifiers, and an ownership PMG like other buildings.

LLWA also adds a fourth PMG to the aforementioned three buildings as well as Railways to manage expansion from private investment, which will be discussed in a later section.

Roadways
The intent of roadways is to provide a relatively cheap and readily-available option for infrastructure and transportation. They do not contribute much into either, but for smaller, technologically-undeveloped nations, this may be the only option at the start of the game.

Initially, you can select between the Hand Carts and Wagons PMs. Hand Carts, simulating human labor-based road transport, uniquely requires an extra 1000 pops as laborers, while Wagons, simulating horse-drawn vehicles, does not have an extra labor requirement, but hires farmers (to represent horse handlers) and requires fruit and grain as input goods. Both add the same, low amount of infrastructure.

Steam Trucks and Petrol Trucks can be researched later in the game to boost the output of road traffic, but in the timeframe of Victoria 3, these vehicles are still mostly an afterthought, and thus, they do not offer large bonuses. They can be thought of as a demand generator for certain industrial goods, especially automobiles, when these industries are first starting up.

The passenger PMs are tied to the base PMs in a certain way. Rickshaws require Hand Carts, Stagecoaches require Wagons, and Steam Buses require either Steam Trucks or Petrol Trucks. All three of these output the same amount of Transportation, and primarily serve as a "tier 1" passenger PM for each of their respective base PMs. Motorbuses can be unlocked, which provides double the transportation. Again, as road vehicles are still underdeveloped in the Victoria 3 timeframe, these PMs primarily serve as ways to drive demand for certain goods rather than a permanent solution to Transportation supply.

Railways
The Railways PMs work just as they do in vanilla v1.5. The Experimental Trains PM has been backported for 1.4, as well as the rebalancing to the other PMs.

Railways are intended to be the prime source of infrastructure. Diesel Trains offer the most infrastructure per level (40 per), which is the highest of any of the PMs among the infrastructure buildings in LLWA.

Waterways
Waterways are intended to be a sort of "early-game railway". Canals have historically played a large part in industrialization efforts by serving as an early medium for high-volume traffic. In LLWA, this is represented through the waterways PMs.

To serve as the aforementioned "early-game railway", waterway PMs are notably more productive than the roadway ones. They also start off outclassing railways, but as technology develops, railways will quickly match waterways and eventually overtake them in infrastructure and transportation output.

Additionally, waterways also have terrain restrictions, as discussed in the next section.

Waterway Availability
Waterways can only be used in states which meet certain geographical criteria. They are as follows:

The Waterway must be built in a state that either has a river trait or is coastal (i.e. ports and naval bases can be built in it)

OR

The Waterway must be built in a state that meets both of the following:
  • It does not have a mountains trait
  • It is directly adjacent to a state that has a river trait or is coastal
  • That state must already have a Waterway
  • That state must be owned by the same country

Notably, due to technical restraints, states along lakes may not allow waterways (e.g., some in Persia).

List of Historical Canals
LLWA is designed for use with a vanilla map (i.e., the states and countries that control them are not changed), as it comes with some pre-constructed Waterways to represent some noteworthy historical canals and waterways that existed by 1836. The following is an exhaustive list of the waterways represented, the countries that own them, and the states they pass through:

Name
Country
States
Erie Canal
United States of America
New York
Rideau Canal & Trent-Severn Waterway
Upper Canada
Ontario
Eider Canal
Holstein
Schleswig-Holstein
Vĩnh Tế Canal
Dai Nam
Mekong
Rhône River
France
Rhône, Provence
Trollhätte & Göta Canals
Sweden
Svealand, Gotaland
Canal des Deux Mers
France
Languedoc, Guyenne, Aquitaine
Volga-Baltic Waterway
Russia
Ingria, Novogorod, Tver, Moscow, Kazan, Saratov, Arstrakhan
Grand Canal
Great Qing
Beijing, Hebei, Shandong, Jiangsu, Nanjing, Suzhou, Zhejiang
Elbe River
Prussia, Austria, Saxony, Hamburg, Hanover, Anhalt
Bohemia, Saxony, Anhalt, Elbe
Yangtze River
Great Qing
Yunnan, Sichuan, Chongqing, Western Hubei, Eastern Hubei, Hunan, Jiangxi, Southern Anhui, Nanjing, Suzhou

Additionally, the following British states come with Waterways to represent not any one particular canal, but rather, the widespread presence of canals following a period of rapid canal expansion from the 1790s to 1810s:
  • Lancashire
  • Yorkshire
  • Wales
  • Midlands
  • West Country
  • Home Counties
  • East Anglia

Airways
The birth of air travel is represented in LLWA with a small handful of PMs. Like the roadways, the PMs for airways are not extremely strong to represent the primitiveness of the technology in Vic3's timeframe. To that end, the airways PMs can be used to soak up late-game goods, especially aeroplanes.

Unlike the road PMs, airways do have the strength of being the most productive Transportation-generating PMs. The Airships PM is on par with Electric Trains for Transportation output, and Aeroplanes outclasses Diesel Trains. The Airline Focus PMs can boost Transportation output even further, the end result being that an Aerodrome with both Aeroplanes and Passenger Flights will output 110 Transportation per level, the highest combination out of any of the Aerodrome PMGs.

Once you have a lot of wealthy pops or a very developed economy where Transportation demand becomes high, airways can help quickly close the gap.

Private Expansion PMs
One of the challenges LLWA was intended to solve was the wasteful construction of inefficient infrastructure buildings by the private investment queue. The private investment queue is smart enough to know to construct buildings which provide Infrastructure when a deficit is present or is about to occur, but it is not necessarily smart enough to know which building is the best choice when presented with multiple options. Originally, LLWA had a monolith building, the Transportation Sector, within which all the aforementioned PMGs resided in to focus all private investment into one location. To that end, it worked, but it made infrastructure management more of a nuisance instead.

To combat the issues from having multiple, unrelated infrastructure mods and the shortcomings of the old Transportation Sector, LLWA adds to the Railways and each of LLWA's new infrastructure buildings a fourth PMG to control building expansions (upgrades) from autonomous private investment, or "Private Expansion".

The Private Expansion PMG has two PMs: Private Expansion Allowed and Government Expansion Only. When Private Expansion Allowed is selected, everything functions as normal - the private investment queue may elect to expand the building. When Government Expansion Only is selected, the private investment queue is prohibited from expanding the building.

Due to technical limitations, Government Expansion Only does not cancel building expansions already in the private investment queue. It only prohibits private investors from starting to fund an expansion. The usage of Government Expansion Only in one building also does not impact any others, including brand-new constructions. This means that if you were to leave, for example, all Roadways on Government Expansion Only, then you may find yourself with many level 1 or 2 Roadways over time as the private investment queue is allowed to begin construction of brand new ones, but they will be stopped from expanding them further as the Government Expansion Only PM is automatically applied upon construction.

When a building with Government Expansion Only enabled is destroyed completely, special logic will mark the building in the state as capable of being funded by private investment again. Therefore, referring to the previous example, a Government Expansion Only Roadway that is completely removed may be rebuilt automatically by the private investment queue if it chooses to do so. Due to technical restraints, it may require a new month to start before the logic is executed, but it should take less time in normal, active play.

AI Behaviors
The AI has special logic force it to use Government Expansion Only in Roadways once it has unlocked Railways to curb expansion of Roadways in favor of constructing Railways.

The AI favors Railways the most, then favors Waterways and Aerodromes equally, then Roadways, although, these weights are not extremely significant and only serve to nudge the AI in a certain direction.

No other features are present to influence AI logic. From observation, the private investment queues tend to like building Roadways first, but will expand Railways and Waterways when forced to. The AI prefers to expand Railways when available, but will otherwise tend to build Roadways to cover infrastructure deficits.
Last edited by 1230james; 11 Feb @ 7:21pm