Victoria 3

Victoria 3

Local production effects (outdated)
30 kommentarer
Choo_Choo_Oreo 6. feb. 2024 kl. 21:43 
Ive done a updated version of this mod here!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3155703530
Friendly<3 24. juli 2023 kl. 15:45 
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. maj 2023 kl. 14:27 
will this continue to be worked on?
Strossi 23. mar. 2023 kl. 7:10 
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 kl. 9:13 
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 kl. 2:31 
addition of new production methods makes this incompat with production method mods :(
wolverine  [ophavsmand] 19. jan. 2023 kl. 17:09 
removed bonuses for farms and ranch
Munchkin 17. jan. 2023 kl. 11:13 
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 kl. 8:36 
@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 kl. 6:10 
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 kl. 21:27 
gamebreaking: production bonus rise too high, suggest unscaled effect
lam.david195874 7. dec. 2022 kl. 3:38 
thanks
Vantila 5. dec. 2022 kl. 7:59 
Thank you for the new updates!
Skill Less 4. dec. 2022 kl. 11:01 
alright, i saw that log resource buildings support tool production. i can live with that. thanks for your answer :)
wolverine  [ophavsmand] 4. dec. 2022 kl. 7:57 
Skill Less, with tools, is not simply, some production methods use iron, some steel.
wolverine  [ophavsmand] 4. dec. 2022 kl. 7:55 
ephidel, thx, fixed it
Skill Less 4. dec. 2022 kl. 6:42 
is it intended that iron mines boost chemicals but not tools production ?
ephidel 3. dec. 2022 kl. 21:58 
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 kl. 14:09 
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 kl. 15:27 
wolverine is right
wolverine  [ophavsmand] 2. dec. 2022 kl. 4:03 
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 kl. 17:51 
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 kl. 8:00 
Has the "economy of scale" bonus throughput been removed?
Evilohm 1. dec. 2022 kl. 7:35 
@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 kl. 6:57 
Also @TheHostName is right please remove bonus output from industrial buildings. Only resource buildings should give bonuses.
Vantila 1. dec. 2022 kl. 6:55 
hi can you please reduce the bonuses they are too high! Thank you for the mod tho :D
Moai 26. nov. 2022 kl. 16:30 
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  [ophavsmand] 26. nov. 2022 kl. 9:25 
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 kl. 7:02 
Why does having a steel mill increase Iron output?
Should it not be having Iron increasing steel output?
TheHostName 26. nov. 2022 kl. 4:45 
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