Victoria 3
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Grey's Urban Synergy Unleashed
   
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24 พ.ย. 2024 @ 7: 24pm
17 ส.ค. @ 6: 25pm
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Grey's Urban Synergy Unleashed

อยู่ใน 3 ชุดสะสม โดย MasterOfGrey
Grey's Little Reworks
11 รายการ
Grey's Essential Recommendations
45 รายการ
Grey's Starter Pack
28 รายการ
คำอธิบาย

Supports Victoria 3: V1.9 (and onwards)
Mod Version: V1.4
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Originally made for: Version 1.8.2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. Which also means that this is a tradeable good! Countries can import logistics services to increase their land trade capacity - effectively 'buying' access to their neighbour's ports.

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.

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 and have been rebalanced with reduced workforce needs and extra PM's, and 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 land which can be cultivated.
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. This means that 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. In particular, 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 transport is cheap/below base price, how do I raise demand?
That’s intentional: The whole point of industrialisation was that some things became cheap which enabled other things to become possible.
Transport is a major essential need for pops and agriculture, so it’s designed so that late-game it is possible to have very cheap transport and still have transport be profitable to produce.
A successful and highly industrialised late-game economy should have cheap electricity, transport, and services.


My power plants aren’t producing power?
You have a mod conflict that I don’t have a patch for. Read the Full Compatibility Notes


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]
226 ความเห็น
Floofy Woofie 4 ชั่วโมงที่ผ่านมา 
Sorry i got confused I meant Transportation XD
MasterOfGrey  [ผู้สร้าง] 20 ชั่วโมงที่ผ่านมา 
How does the more companies mod add prestige logistics without adding logistics?
Floofy Woofie 18 ส.ค. @ 12: 32pm 
I have a weird request but can the logistics be effected by prestige logistics? The More Companies mod ads prestige logistics and It would be cool for this
MasterOfGrey  [ผู้สร้าง] 17 ส.ค. @ 4: 17pm 
If railways don't have logistics pm’s - You have a mod conflict, not from one of mine.
Князь Владимир 17 ส.ค. @ 2: 04pm 
Correction, I am talking specifically about the resource. Logistics is consumed by shopping malls, city centers and naval bases. And for some reason it is sorely lacking in my world.
Князь Владимир 17 ส.ค. @ 2: 02pm 
I looked at all the options for the railways. They do not provide logistics services. Maybe your mods need to be arranged in a certain order?
I have your mods installed, but instead of Polpulist - BPM (But it should not interfere somehow)
MasterOfGrey  [ผู้สร้าง] 16 ส.ค. @ 10: 31pm 
Read the FAQ
Levi 16 ส.ค. @ 10: 03pm 
Power plants are not generating energy, even though they have people and resources.
MasterOfGrey  [ผู้สร้าง] 15 ส.ค. @ 6: 33pm 
When you unlock railways, you will gain the ability to support logistics needs away from the coast more effectively.
Князь Владимир 15 ส.ค. @ 12: 38pm 
I have a shortage of logistics services. There is no growth in production in ports due to technology, 6 is very little, since the needs are constantly growing. Maybe I have a mistake somewhere and not only ports should produce logistics?