Victoria 3

Victoria 3

Tech & Res
 This topic has been pinned, so it's probably important
Mattia10  [developer] 29 Apr @ 12:25pm
Suggestions
In this thread you can reply by giving ideas or suggestions on what to add in future versions of the mod. A reply comment must be constructed in only one of the following ways:

TYPE:

1) TECH COMMENT
-Technology name
-Required technologies
-Possible uses and new goods

2) BUILDING COMMENT
-Building name (Even new)
-Production method groups (Even new)
-Production methods (Next to it write techs that unlock them)
-Possible uses and new goods

3) UNIT TYPE COMMENT
-Type of unit (Next to it write tech that unlocks it)

4) NAVAL TYPE COMMENT
-Type of navy (Next to it write tech that unlocks it)

That's it. Obviously not all the suggestions will be taken, in order not to weigh down the mod too much.

This is the first mod I've ever made, so your help would be greatly appreciated!
Last edited by Mattia10; 1 May @ 5:56am
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Showing 1-15 of 47 comments
Arable land rework to be better adjusted for real world populations and soil fertility?
W4RPER 1 May @ 5:31am 
I do not wish to reccommend a new tech, but would instead rebalance some of the society techs.

International Organization and Decolonization currently cause collective infamy increases of 100% towards all nations and an additional 90% towards unrecognized ones.

Considering that WW2 happend under the League of Nations, I feel that the infamy increases for the International Organization tech should be reduced to 25% towards all nations. Infamy gen towards unrecognized should be completely removed from the tech. Maybe reduce the Prestige gain down to 25% as well in order to balance it out.

As for Decolonization, I'd like to see it ONLY give 75% extra infamy generation towards unrecognized powers. I would replace the +50% extra infamy generation with +100% subject base liberty desire growth.

Neoliberalism also seems a little out of balance. I am aware that it requires Keynesian Economics first, but -25% shopkeeper investment means that shopkeepers wont invest at all. Its a flat modifier, not a % one as it is the total % of the money they make they are willing to invest. If that value is for example at -12%, they won't invest at all.
On the other side, capitalists will, under Neoliberalism, invest OVER HALF of what they earn. There is a reason LF only gives capitalists a +25% modifier.

This is what I recommend be done about it:

Keynesian Economics loses its -10% capitalist and shopkeeper contribution. This is replaced with -25% political strength from wealth. Minting and authority should both be lowered down to 10%

Neoliberalism keeps everything but the investment pool contribution modifiers. Shopkeepers lose 5% IPC instead of 25% and capitalist gain 15% IPC instead of 50. A +50% political strength from wealth modifier may also be added.



Changes as a TLDR:

International Organization

Infamy generation from unrecognized powers +20% -> Removed
Infamy generation +50% -> +25%
(Prestige +50% -> +25%)

Decolonization

Infamy generation +50% -> Removed
Infamy generation from unrecognized powers +70% -> +75%
Added -> subject base Liberty desire generation +100%

Keynesian Economics

Capitalist investment pool contribution -10% -> removed
Shopkeeper investment pool contribution -10% -> removed
Authority +30% -> +10%
Minting +30% -> +10%
Added -> Political strength from wealth -25%

Neoliberalism

Capitalist investment pool contribution +50% -> +15%
Shopkeeper investment pool contribution -25% -> -5%
Added -> Political strength from wealth +50%


I hope my concerns about the balance make sense. This is a great mod and I'd like to see it be further developed in the future!
Mattia10  [developer] 1 May @ 6:07am 
Originally posted by W4RPER:
I do not wish to reccommend a new tech, but would instead rebalance some of the society techs.

International Organization and Decolonization currently cause collective infamy increases of 100% towards all nations and an additional 90% towards unrecognized ones.

Considering that WW2 happend under the League of Nations, I feel that the infamy increases for the International Organization tech should be reduced to 25% towards all nations. Infamy gen towards unrecognized should be completely removed from the tech. Maybe reduce the Prestige gain down to 25% as well in order to balance it out.

As for Decolonization, I'd like to see it ONLY give 75% extra infamy generation towards unrecognized powers. I would replace the +50% extra infamy generation with +100% subject base liberty desire growth.

Neoliberalism also seems a little out of balance. I am aware that it requires Keynesian Economics first, but -25% shopkeeper investment means that shopkeepers wont invest at all. Its a flat modifier, not a % one as it is the total % of the money they make they are willing to invest. If that value is for example at -12%, they won't invest at all.
On the other side, capitalists will, under Neoliberalism, invest OVER HALF of what they earn. There is a reason LF only gives capitalists a +25% modifier.

This is what I recommend be done about it:

Keynesian Economics loses its -10% capitalist and shopkeeper contribution. This is replaced with -25% political strength from wealth. Minting and authority should both be lowered down to 10%

Neoliberalism keeps everything but the investment pool contribution modifiers. Shopkeepers lose 5% IPC instead of 25% and capitalist gain 15% IPC instead of 50. A +50% political strength from wealth modifier may also be added.



Changes as a TLDR:

International Organization

Infamy generation from unrecognized powers +20% -> Removed
Infamy generation +50% -> +25%
(Prestige +50% -> +25%)

Decolonization

Infamy generation +50% -> Removed
Infamy generation from unrecognized powers +70% -> +75%
Added -> subject base Liberty desire generation +100%

Keynesian Economics

Capitalist investment pool contribution -10% -> removed
Shopkeeper investment pool contribution -10% -> removed
Authority +30% -> +10%
Minting +30% -> +10%
Added -> Political strength from wealth -25%

Neoliberalism

Capitalist investment pool contribution +50% -> +15%
Shopkeeper investment pool contribution -25% -> -5%
Added -> Political strength from wealth +50%


I hope my concerns about the balance make sense. This is a great mod and I'd like to see it be further developed in the future!

I really appreciate your effort. About Keynesian economics and Liberalism I have nothing to say, I misunderstood the multiplier variables of shopkeepers and capitalists, so in the next version their modifiers will be modified, probably as you propose.

As for International Organization and Decolonization, your rebalancing ideas work, but I would like to keep some unrecognized infamy in International Organization to better represent the period (In 30s colonial conquests started to look anachronistic, and for example Italy was heavily penalized for its war against Ethiopia).

I will probably keep an infamy of 0.25 for unrecognized in international organization and an infamy of 0.5 for unrecognized in decolonization.
Thanks so much!
mat_777 1 May @ 7:42am 
Suggestion for military technologies including nukes, intercontinental missiles and maybe why not space stuff since this expands all way during the cold war
I see "Natural Gas" can't be produce by other methods but natural extraction in modded map region in this mod right now.
I suggest add a technology "Gasification" and a production method group which turn fossil fuel into "Town Gas" which not so economically to produce compare to development of natural gas supply and transmission nowadays.
Also you can add a production method group to vanilla oil rig and coal mine. The oil well's production group call "associated gas" and the coal mine that call "Coal seam wells". that produce small amount "natural gas" so you don't need to touch the map data as few as possible.

Existed Tech
Technology name - Natural gas extraction or Selective extraction[Require Research Natural gas extraction]

- Oil rigs[Vanilla] -

Unlock Production method group - "Associated_gas" -

Production method - No gas extraction
Production method - Associated gas extraction - goods_input_engines_add
goods_input_electricity_add
goods_input_tools_add
goods_output_gas_add

building_employment_machinists_add
building_employment_engineers_add


- Coal mine[Vanilla] -
Unlock Production method group - "Coal_seam_well"
Production method - No gas extraction
Production method - Coal seam well gas extraction- goods_input_engines_add
goods_input_electricity_add
goods_input_tools_add
goods_output_gas_add

building_employment_machinists_add
building_employment_engineers_add

New Tech-
Technology name - Gasification
Tech description- Gasification is a process that converts biomass- or fossil fuel-based carbonaceous materials into gases.[Probably find another source other than wiki]
Required technologies - Combustion Engine,Synthetic Fuel, Natural Gas Extraction
New building Gasification Plant or Hydrogenation Plant[Existed Mod Building]
Unlock Production method group "Fossil_Fuel_Gasification" or "Gasifier"
Production method No Gasification
Production method "Coal Gastification"
goods_input_coal_add
goods_input_water_add
goods_input_engines_add
goods_input_tools_add
goods_input_electricity_add
goods_output_gas_add

building_employment_machinists_add
building_employment_engineers_add

Production method "Oil Gastification"
goods_input_oil_add
goods_input_water_add
goods_input_engines_add
goods_input_tools_add
goods_input_electricity_add
goods_output_gas_add

building_employment_machinists_add
building_employment_engineers_add
Mattia10  [developer] 7 May @ 4:11am 
Originally posted by Zenvictplayer:
I see "Natural Gas" can't be produce by other methods but natural extraction in modded map region in this mod right now.
I suggest add a technology "Gasification" and a production method group which turn fossil fuel into "Town Gas" which not so economically to produce compare to development of natural gas supply and transmission nowadays.
Also you can add a production method group to vanilla oil rig and coal mine. The oil well's production group call "associated gas" and the coal mine that call "Coal seam wells". that produce small amount "natural gas" so you don't need to touch the map data as few as possible.

Existed Tech
Technology name - Natural gas extraction or Selective extraction[Require Research Natural gas extraction]

- Oil rigs[Vanilla] -

Unlock Production method group - "Associated_gas" -

Production method - No gas extraction
Production method - Associated gas extraction - goods_input_engines_add
goods_input_electricity_add
goods_input_tools_add
goods_output_gas_add

building_employment_machinists_add
building_employment_engineers_add


- Coal mine[Vanilla] -
Unlock Production method group - "Coal_seam_well"
Production method - No gas extraction
Production method - Coal seam well gas extraction- goods_input_engines_add
goods_input_electricity_add
goods_input_tools_add
goods_output_gas_add

building_employment_machinists_add
building_employment_engineers_add

New Tech-
Technology name - Gasification
Tech description- Gasification is a process that converts biomass- or fossil fuel-based carbonaceous materials into gases.[Probably find another source other than wiki]
Required technologies - Combustion Engine,Synthetic Fuel, Natural Gas Extraction
New building Gasification Plant or Hydrogenation Plant[Existed Mod Building]
Unlock Production method group "Fossil_Fuel_Gasification" or "Gasifier"
Production method No Gasification
Production method "Coal Gastification"
goods_input_coal_add
goods_input_water_add
goods_input_engines_add
goods_input_tools_add
goods_input_electricity_add
goods_output_gas_add

building_employment_machinists_add
building_employment_engineers_add

Production method "Oil Gastification"
goods_input_oil_add
goods_input_water_add
goods_input_engines_add
goods_input_tools_add
goods_input_electricity_add
goods_output_gas_add

building_employment_machinists_add
building_employment_engineers_add
Very good Idea, I will probably add gasification as an era 1 tech for coal->gas in coal mine and then heavy_fuel->gas in oil_refinery in era 4 or 5, followed by new gas/oil production methods.
not a coder fyi, and also I'm not sure which category of suggestion this would fall under?

But could a submod that increases the amount of raw resources theoretically be made? I usually play with extra resources mods, and due to the way these kinda mods work, you have to choose between having access to more resources or all the new resource buildings
i put this in the comments but adding society techs that further socialism/communist economic theories in the right side of the tree. you clearly focused on western/capitalist modern economic theories and practices but researching these as a socialist nation seems a bit weird. stuff like china's "socialist market economy that it adopted in the 1980"s (i think not a massive economics guy). would be cool to add since as it stands now in your mod socialist techs legit just die off after vanilla.
I dont have any specific suggestions for techs right now id have to think about them but having some continuation of the socialist side of the tree would be nice
Mattia10  [developer] 14 May @ 12:21am 
Originally posted by Rossoserous:
i put this in the comments but adding society techs that further socialism/communist economic theories in the right side of the tree. you clearly focused on western/capitalist modern economic theories and practices but researching these as a socialist nation seems a bit weird. stuff like china's "socialist market economy that it adopted in the 1980"s (i think not a massive economics guy). would be cool to add since as it stands now in your mod socialist techs legit just die off after vanilla.
I dont have any specific suggestions for techs right now id have to think about them but having some continuation of the socialist side of the tree would be nice
Very cool idea!
Future patch (Not oncoming one) will be about custom modern laws. So, could be added multiple tech choices different from Keynesian economics (with a pre-technology of economic dirigism) or neoliberalism (Like socialism with Chinese characteristics... state capitalism).
Perhaps an expansion to agriculture/plantations, adding production methods that consume tools, engines, fertilizer, etc. for better productivity and labour saving. Really, just taking the grain production methods and letting plantations have something similar; right now there is no real upgrade to plantations throughout the game (which is a longstanding vanilla problem).
Last edited by Calsipher; 14 May @ 1:59pm
Housing could be a new pop need they need upwards from a certain SoL.
It could be produced by city centers under certain circumstances (affordable housing PM for example)

And housing developers that could have multiple pms for low, medium and high class housing.

Maybe housing consumtion in a state could increase the ceeling for max pops in the state, not sure if the engine allows this.

Have you thought about integrating a more company mod or add more yourself for the new industrys?

Great work, 10/10
Last edited by Guy Fawkes; 19 May @ 3:46am
mango363 23 May @ 7:11am 
Have you thought about including a tech/multiple techs similar to what Power Plants+ adds? A power grid building that allows the transportation of electricity between neighbouring states if they also have it would be good a QoL mechanic considering how annoying default electricity is.
Mattia10  [developer] 25 May @ 1:01am 
Originally posted by Guy Fawkes:
Housing could be a new pop need they need upwards from a certain SoL.
It could be produced by city centers under certain circumstances (affordable housing PM for example)

And housing developers that could have multiple pms for low, medium and high class housing.

Maybe housing consumtion in a state could increase the ceeling for max pops in the state, not sure if the engine allows this.

Have you thought about integrating a more company mod or add more yourself for the new industrys?

Great work, 10/10
Good Idea, but housing construction can be implemented. Anyway I don't want to add to much resources in eraly game, as it makes SOL growth much slower than vanilla, breaking many mechanics that use it.
I will probably add something similar for tourism in the future.
Since the state trait icons update. Many state that have too much resource trait icon on building ui that not showing up the full name of that state . Anyone has good suggestion that UI mod help you to "fix" this kind of problem.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3489465887

I Also suggest adding a command line "required_input_goods = electricity" to check rather that state have a power plant to provide electricity in new modded "production method" that require electricity input. Although this is not an necessity. But it sure as a helpful feature that play as a Great Power when you got too much states to handle.

P.S. I found some has "required_input_goods = electricity" some do not. Maybe waiting for an update later. like just the "Modern HealthCare" production methods in "Urbancenter" ?
Last edited by Zenvictplayer; 28 May @ 8:14pm
I think you should reconsider attaching plastics to bolt action weapons manufacture. It's both very anachronistic, and there's a considerable gap between the two techs' availability
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