Victoria 3

Victoria 3

Local production effects (outdated)
30 Comments
Choo_Choo_Oreo 6 Feb, 2024 @ 9:43pm 
Ive done a updated version of this mod here!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3155703530
Friendly<3 24 Jul, 2023 @ 3:45pm 
it is actually extremely simple to make this mod, very nice idea mate! :D I just copied your code line and re-made the mod. I also added the effect on industry, so having steel mill in same state as .. for example arm factory, gives a bonus to arms factory.
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 21 May, 2023 @ 2:27pm 
will this continue to be worked on?
Strossi 23 Mar, 2023 @ 7:10am 
Excellent idea, how it should be and how it was in Vicky2. Except in Vicky3 you can build everything everywhere...

But keep going bro, try balance it as well as you can and good luck.
Make Byzantium Great Again 6 Feb, 2023 @ 9:13am 
Bonuses from mines are kinda fine because there's a way stricter limit but holy god are ranches and farms overpowered. Go to any province with like 400 farm spaces. Build every farm/ranch spot, make 1(one) textile mill and watch it have 9 billion pounds in profit
Zippy 26 Jan, 2023 @ 2:31am 
addition of new production methods makes this incompat with production method mods :(
wolverine  [author] 19 Jan, 2023 @ 5:09pm 
removed bonuses for farms and ranch
Munchkin 17 Jan, 2023 @ 11:13am 
right now i have 300% prodcuttion bonus in kiev for food factories from farms and ranches alone. As much as i love the idea of the mod, this is just broken and unplayable.
Skill Less 11 Jan, 2023 @ 8:36am 
@Earl Grey Tree this is wrong, the bonuses are granted on their base values and they do it once. Otherwise your game whould crash instantly.

Nice try.
Earl Grey Tree 11 Jan, 2023 @ 6:10am 
Grain production increases ranch throughput, which (with intensive agriculture) increases grain throughput. This creates an infinite feedback loop of increasing ranch and farm throughput in the province. As grain throughput increases grocery throughput, and ranch throughput increases textile throughput, this creates an infinite loop of growing throughput boosts for groceries, alcohol, and both types of clothing. I used this to produce enough of all four goods to overwhelm world demand...with 25 textile mills and 20 grocery factories in Kanto. The province had a GDP of 2 billion with a population of 12 million. While fun, I don't think that was intended.

TL;DR: I suggest capping the local throughput bonus at 100%.
hiytnwgc 10 Jan, 2023 @ 9:27pm 
gamebreaking: production bonus rise too high, suggest unscaled effect
lam.david195874 7 Dec, 2022 @ 3:38am 
thanks
Vantila 5 Dec, 2022 @ 7:59am 
Thank you for the new updates!
Skill Less 4 Dec, 2022 @ 11:01am 
alright, i saw that log resource buildings support tool production. i can live with that. thanks for your answer :)
wolverine  [author] 4 Dec, 2022 @ 7:57am 
Skill Less, with tools, is not simply, some production methods use iron, some steel.
wolverine  [author] 4 Dec, 2022 @ 7:55am 
ephidel, thx, fixed it
Skill Less 4 Dec, 2022 @ 6:42am 
is it intended that iron mines boost chemicals but not tools production ?
ephidel 3 Dec, 2022 @ 9:58pm 
Looks like the explosives production methods don't work properly for iron mines. You've got building_output_iron_ore_add as the variable there, when it should be building_output_iron_add.
Skill Less 3 Dec, 2022 @ 2:09pm 
very nice idea and a cool alternative to just centralize production in 1 state. whould be very cool to see support for this mod --> https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2889750915
Mangosteen 2 Dec, 2022 @ 3:27pm 
wolverine is right
wolverine  [author] 2 Dec, 2022 @ 4:03am 
christian.nipales
It is not true. If the access to the market is ok, there is no difference in the price of the goods.
christian.nipales 1 Dec, 2022 @ 5:51pm 
They are already cheaper in the base game. Theres a local price and a market price. A factory gets the local price of the resource in the same province. The problem is building it and keeping people employed there
SonovaBeach 1 Dec, 2022 @ 8:00am 
Has the "economy of scale" bonus throughput been removed?
Evilohm 1 Dec, 2022 @ 7:35am 
@WASP while you wait for update you can check the mod files, they are easy to read and edit to your liking. :steamthumbsup: i usually do that while i wait for OP to update mod
Vantila 1 Dec, 2022 @ 6:57am 
Also @TheHostName is right please remove bonus output from industrial buildings. Only resource buildings should give bonuses.
Vantila 1 Dec, 2022 @ 6:55am 
hi can you please reduce the bonuses they are too high! Thank you for the mod tho :D
Moai 26 Nov, 2022 @ 4:30pm 
nice i hope they incorperate a better version of this it feels pretty bad that they pretty much ignored logistics in an economy game, but anyways thanks for posting will try it out
wolverine  [author] 26 Nov, 2022 @ 9:25am 
DuckDuckDuckDuck, TheHostName,
Yes, you are right, but the mechanics of the game does not allow to add bonuses with condition depending on what production method is selected in another building.
The ideal solution would be to reduce the local prices of goods in the places of production, but this feature is also not yet available.
after all, it's just a temporary solution.
Munchkin 26 Nov, 2022 @ 7:02am 
Why does having a steel mill increase Iron output?
Should it not be having Iron increasing steel output?
TheHostName 26 Nov, 2022 @ 4:45am 
Iam a bit confused. Shouldnt it be rather that the Iron and coal mines increase the throughput of industries that use these goods instead of those industries increasing throuput of their supplier?

At least thats how it worked in V2