Victoria 3

Victoria 3

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MAPI Overhaul
   
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11 jan, 2024 @ 10:43
2 apr @ 11:52
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MAPI Overhaul

Beskrivning
Unsatisfied with the stupid MAPI mechanics?

Look no further!

This mod adds MAPI bonuses to infrastructure buildings (ports&railroads), changes which techs give bonuses, and makes a few other improvements. No more Zeppelins carrying gigatons of steel, put your steamers and trains to good use!

The MAPI mechanic (Market Access Price Impact) is an interesting idea, since it "simulates" the various difficulties of integrating a province into the national market. Maybe it was intended to simulate transport costs as well.
https://vic3.paradoxwikis.com/Market#Market_price
Unfortunately, its implementation is really half-baked. MAPI bonuses were simply thrown in with random technologies, and the devs called it a day. Zeppelins can lower it, but not ships or trains? Can you imagine how big a Zeppelin needs to be to carry even a single percent of what a steamship can? Therefore, I decided to change it.

Modifiers:
- Changes the base MAPI value from 75% to 70%
- Traditionalism penalty lowered from -15% to -10%
- The market capital gets +5%
- The road maintenance decree adds +4% (changed it from +5% in earlier versions)

Technologies:
- Stock Exchange bonus reduced from +10% to +5%
- Zeppelins provide +10% prestige instead (changed it from +5% in earlier versions)
- Paved Roads now add +5%

Infrastructure:
- Ports provide +2% with anchorage, +3% with cargo ports, +4% with industrial ports and +5% with modern ports
- Railroads offer +1% with experimental trains, +3% with steam, +5% with electro and +7% with diesel

This means that a fully upgraded coastal province with all the techs would have a MAPI of 97 (instead of the vanilla cap of 95). An inland province would get only 92, though. Additionally, the capital, or any province where the "road maintenance" edict is active may actually hit 100 if they're coastal (don't worry, anything over 100 is ignored). While this is an improvement over vanilla, I'm still not entirely satisfied with it. Unfortunately, since there's no way to cap MAPI, this is the best possible solution, and I think that this should work well enough.

My initial idea was to create a MAPI "corridor" of sorts, with laws and technologies defining the upper and lower caps. Then, infrastructure buildings and better production options would "fill" out that potential. With such an approach, you would be rewarded for technological progress, law reforms and infrastructure projects, instead of a tech simply sprinkling some magical MAPI dust all over your empire. However, doing that without native support and through jury-rigging a script-driven modifier applied to every state would definitely slow down the game. It's not exactly a paragorn of optimization, anyway.


Obviously, this mod may be incompatible with anything which changes decrees, government systems, production methods and technologies. If there are any more incompatibilites, post them in the comments.


-- Updated for 1.8.7--
I've largerly given up on this game, but I'm still going to maintain the mod. Please provide feedback regarding bugs and balance issues.

This mod is not backwards compatible with any earlier game versions, due to major changes in the 1.8 patch!

If you're rolled back your game to any 1.6 or even 1.5 patch versions, then use the legacy 1.6 build of my mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3279523480
or get it from nexusmods for manual installation.
77 kommentarer
Alex  [skapare] 25 jun @ 13:25 
It seems that paradox screwed up the game completely, at least for me. With the "new" patch, it no longer stutters. Instead, it simply crashes.
Alex  [skapare] 18 jun @ 16:05 
The lag is truly unbearable. I'll have to wait until paradox fixes this mess.
Alex  [skapare] 18 jun @ 3:08 
There are many changes, and the game stutters like hell. It might take some time to update and test my mod.
Alex  [skapare] 15 jun @ 14:18 
Of course, I'm not expecting much from paradox at this point, but wonders do happen...
GnoSiS 15 jun @ 14:16 
Nice!
Alex  [skapare] 15 jun @ 14:16 
Sure, once it is out, I'll update my mod. And if there's going to be some kind of MAPI rework, then I might even overhaul it.
GnoSiS 15 jun @ 14:09 
Are you planning to update this for 1.9?
Alex  [skapare] 2 apr @ 11:54 
Yeah, there was actually an update. It didn't affect my mod, but I've updated it anyway to get rid of the warning.
Alex  [skapare] 2 dec, 2024 @ 14:36 
I nearly hit 1000 hours, although parts of that were autoplay meant to test the mod.

What made me give up? One of the main issues was the construction. Building everything manually was a chore, but with the brain dead AI there was no real alternative. But now that they disabled manual construction, there's actually far too little to do.

Another issue is the optimization, the game is barely playable after 1900.
Mannibäu 2 dec, 2024 @ 14:31 
cool ideas and cool mod! what made you give up on the game? the cookie clicker nature of the building loop i would guess? i actually think the rest of the game looks really promising at the moment. I only have 200 hrs played though :D