Victoria 3

Victoria 3

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Grey's Urban Synergy Unleashed
   
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24 Nov, 2024 @ 7:24pm
7 Oct @ 6:26pm
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Grey's Urban Synergy Unleashed

In 3 collections by MasterOfGrey
Grey's Little Reworks
11 items
Grey's Essential Recommendations
45 items
Grey's Starter Pack
28 items
Description

(and onwards)
[github.com][discord.gg]
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.8.2

The Community Modding Framework is Required.
The others are Recommended.

*MUST have a new game - your save will explode if you either add or remove this mid-game.

This mod started as a compatibility patch designed to make 11 different mods work together. At a certain point it ended up becoming its own thing.
So, this reworks the whole urban buildings environment, and a few related touch points, to create a system with in-built synergies. Urbanization gradually increases the total construction capacity (without necessarily costing the government), railways are profitable throughout the game and have additional options, ports can now be privately owned and contribute to the transport economy, rivers can now have portage, power plants have more diversity and can be extended to powering a distribution grid (this adapts content from 'Power Plants+').

All in all, it is a system that has been designed to round off some of the sharp edge-case corners in the urban economy, and to ensure that the AI can naturally benefit from the same things the player can.


Features:
Logistics Services
Ports and railways now produce a new good called 'Logistics Services'. Rather than transport, which is of course the capacity to move goods locally, it represents the ability to organise goods to be transported - which can be done locally or coordinated from afar. Trade Centers in states without Ports use Logistics Services instead of Merchant Marine.

Urban Center & Electricity Rework
Urban Centers require twice as much urbanization per level now, and the primary PM has been rebalanced and now produces a small amount of construction. Streetlighting has been expanded to also infer general urban electricity supply and these PM's are designed to interact with the Power Plant rework to ensure that the AI can transition to a distribution grid for electricity successfully. The Power Plants are effectively the ones from 'Power Plants+', but the structure of the PM's has been reworked to ensure the AI can understand them.
Urban Centres also have mixed impacts on construction based on size and employment. See the FAQ.

Transportation Rework
Railways, Ports, & River Ports are all profitable providers of transport throughout the game, and both contribute to MAPI. Additionally, the transport economy no longer starts from 0. Subsistence farms provide transport, and basic road cart pm's consume it, so right from the start there is some transport floating around the local market. This greatly smooths out the initial industrialisation via rail. Pops also cannot switch en masse to automobiles in the late game, as the amount of their transport need that can be met by automobiles has been limited to a mere 12.5%.

Services Rework
In addition to the rebalance of Urban Centers - Government Admins now produce a small amount of services, have reduced workforce needs, and extra PM's. A new Public Green building is available to provide services. This building uses arable land, so it is naturally limited and competes with agriculture for arable land.
As part of this, Manor Houses now directly reduce state tax capacity as they use their position to try and evade taxation, and financial districts contribute to urbanization which helps to produce the services their pops consume.

Construction Rework:
PM's for construction sectors have been scaled down to 40% of their original sizes. So, in the early game it's much easier for small AI nations to maintain at least 1 wooden construction sector - which is critical to enabling the autonomous investment queue. A dynamic country modifier increases the maximum number of construction sectors to compensate so that total capacity is unchanged and no compatibility issues are introduced with technologies.

Extra Consumption:
Some buildings now consume additional goods: Naval buildings consume additional supplies to represent the specific goods in excess of pop consumption that the government would fund to support the crews while they maintain a fleet at sea. Ports also consume groceries as supplies proportional to the modernness.

Subsistence Changes:
Subsistence farms now produce small amounts of transport, services, & logistics to smooth out the economic demand shifts. This also contains an experimental boost to pop growth from empty subsistence farms that helps global population reach its intended target.


This tries to be self-contained and avoid conflicting with things it doesn't need to.
However, it's a decent sized mod so compatibility is an issue in lots of cases.
For full details on compatibility go to the discussion post here: Full Compatibility Notes
#Safe for: #KAI #PDT #TTS

Use my compatches for:
Other available compatibility patches:


Can you change <insert language> localisation?
If you send it to me I will add it.

My power plants aren’t producing power?
-> Read the Full Compatibility Notes

Re: Cheap Transport, Urban Centres, Construction, Trade Centers, etc.
-> Read the Full FAQ


Many thanks to nahantelhe, Ferrous, ovnxize, Starry Inori, 1230james and Grimhat for their works which inspired this.

Major Thanks to BrokenRobot, without whom my sanity would never have endured long enough for this to be published.

Language Support:
Most Localizations are done by Machine Translation!
-> Replacements are welcome from anyone!

Credit will be given to to providers of localisation content:
  • French: Zhikan

Other Translation Mods:
Independent Vietnamese Translation: [Vietnamese] Grey's Mod

#Rework #Services #MAPI
#Electricity #Urbanization
#Trade #Economy #USU #GUSU
You can support me on Patreon: [patreon.com]
Popular Discussions View All (2)
1
19 Sep @ 7:33am
PINNED: Frequently Asked Questions
MasterOfGrey
282 Comments
MasterOfGrey  [author] 12 hours ago 
Ohh, the PM’s, yeah it’s harsh on China, China has significant challenges and you need to develop an alternate tax base before you switch or you run into troubles.

This is arguably still less harsh than reality was for China
Morgi 11 Oct @ 6:58pm 
Is the taxation capacity modifer of serfdom ownership on substinence farms not part of the mod?
MasterOfGrey  [author] 11 Oct @ 6:25pm 
If you are going to combine it with mods that make huge changes to arable land, you should look to trying to make or get someone to make a compatch.

@Morgi, that’s not part of this mod?
Morgi 11 Oct @ 1:20pm 
the taxation penalty switching off of serfdom is way too punishing when playing China. What is it supposed to represent exactly?
RandoMash123 11 Oct @ 10:40am 
I have a similar problem as @BeheadThoseWhoInsultKane, the pop growth boost makes this mod and Explorable Real World Resources nearly incompatible due to the supercharged pop growth rate.
BeheadThoseWhoInsultKane 11 Oct @ 3:24am 
>This also contains an experimental boost to pop growth from empty subsistence farms that helps global population reach its intended target.

Do you think this assumption is relevant still based on the premise that arable land might be recalculated?

I don't know the function, but i believe the birth rate function on subsistence should be logarithmic and clamped to some target to prevent overgrowth based on an in-game model of available land. At the moment it's just flat increase to percentage from arable land via modifiers.

Historical remark: Russia have estimated around ~1-2% growth per year from 1814 to 1914 (doubled the pop). With 7% growth the pop will double each decade.
Also In India there are also strange artifacts of always negative growth (f.e Bengal)
BeheadThoseWhoInsultKane 11 Oct @ 3:24am 
Hi!

I've played recently with Make Brazil Great Again mod which doubles arable land in Brazil and i'm getting huge growth numbers ~15% YoY birth rate in states with about 200-300 arable land and no peasants and ~7% YoY growth in the country from subsistence.

While i don't have particular problem with high growth as it was present in some regions for a short while, this is consistent basically for an entire relevant phase of the game (~1840-1890), i've had Matto Grosso state (~350 arable land in mod iirc) breeding people and promoting them to labor which can migrate later, so the growth never changes.
624932690 8 Oct @ 5:34pm 
Found the issue: the mod changes base_modifier and the base value of urbanization level per urban center.
MasterOfGrey  [author] 8 Oct @ 12:05am 
Interesting. That's a pretty big mod and I'm about to be away for a few days, so it'll probably be a week or so before I get to look into it, but I'll see if I can work out why and patch it.
624932690 8 Oct @ 12:00am 
The issue seems to be with Victorian Century but I don't understand why. Thanks again