Victoria 3

Victoria 3

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MAPI Overhaul 1.6
   
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1 Jul, 2024 @ 5:19am
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MAPI Overhaul 1.6

Description
Unsatisfied with the stupid MAPI mechanics and the new game version?

Look no further and continue to use the 1.6 version!
Also backwards compatible with the 1.5 version!

This legacy version of my 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 +5% prestige instead
- 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. The recent patch already made it slower.


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.

Please provide feedback regarding bugs and balance issues.


The newest version of my mod is here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3137085967
5 Comments
Alex  [author] 7 Jul, 2024 @ 2:22pm 
If you mean the railroad spam, then it's a well-known problem, and completely outside the scope of this mod.
Alex  [author] 7 Jul, 2024 @ 2:18pm 
I haven't touched the AI logic for the buildings in any way. Same goes for laws, decrees, or technologies.

Are you perhaps using the wrong mod version? As the name implies, this one is meant for the 1.6.* version of the game. It is also compatible with 1.5.*, but the newest game version needs the 1.7 version of my mod.
Vantila 7 Jul, 2024 @ 12:29pm 
Please prevent AI spamming every building in every state! That's the biggest problem with MAPI. Everything is randomly everywhere. Please limit different urban building slots to 5 or something
Alex  [author] 2 Jul, 2024 @ 3:58am 
I've thought about something like that, but sadly, the game mechanics don't work this way. You can have either a flat MAPI bonus, or a staffing-dependent bonus, but not a bonus tied to the number of buildings.

My initial idea was to have a MAPI corridor of sorts, defined by technologies and laws, then have the buildings fill it out. Sadly, it is impossible to implement that in a way that the game supports natively. On the other hand, adding some kind of script-driven, dynamic modifier would likely slow down the game to halt. It's already laggy enough as it is, without some jury-rigged superstructure.

I had hoped that they would improve the MAPI mechanic, but instead, they took away manual construction.
Epic8428 1 Jul, 2024 @ 1:03pm 
Cool mod! I really agree with your approach - the integration of markets wasn't really constrained by a specific innovation, but rather the capacity/bandwidth of transportation into/out of a state. Really, ideally I think MAPI would be impacted by gross goods produced/consumed in a state, because more things flowing into/out of a region was constrained by the actual availability of transportation infrastructure.

I might tweak your mod a bit to make things even more dependent on ports/railroads, is it possible to increase MAPI per level of port in addition to just from having a port in a state?