Victoria 3

Victoria 3

Economic and Financial Mod (E&F) - V4
984 Comments
-gensen 1 Nov @ 5:28am 
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ricardo.poter 30 Oct @ 9:55am 
Why Morocco, Oman, Máscara. ... Havent private banks, and Otomano empire and Egypt do have?
EBTX_  [author] 30 Oct @ 4:09am 
Soter - Dave

It depends on many factors; if there is a regional crisis, local economies can all trigger a crisis, which is often the case in the Zollverein: if Prussia enters a crisis, all the countries of the union enter a crisis.
Soter - Dave 30 Oct @ 3:46am 
So, the tail end of 1841 rolls around and I get spammed with various nations in economic turmoil. Can the AI not handle this mod?
DJHonore 29 Oct @ 9:06pm 
I've removed every mod except this one and yet artillery seems to be unproducible for whatever reason
=PRC=DKnight 28 Oct @ 7:32pm 
Hi I’ve noticed an issue. While playing, as a country with a relatively low GDP per capita, I produced an excess of bonds. When I transferred goods to the UK, these bonds— which are nearly worthless in my home country— could be dumped there, bringing my country a positive cash flow gain of over 200k.
However, in the real world, I believe commercial bonds from poor countries should be even less valuable in developed countries and would not generate such high returns. Additionally, during trade, the fleet is sometimes not consumed, and I’m still not sure if this is due to the mod.
The Don 28 Oct @ 8:37am 
Im sorry if its in the guide (its long) but im really struggling with the fact that most states go bankrupt all the time unless they are super powers. But more so that my subjects always ending up not having enough of their local currency.
FreetheBrain 28 Oct @ 3:13am 
When can we expect a fix to the artillery foundry bug that doesn't require us to edit local mod files?

I've been playing on a virtual machine lately (Vicky performance is impeccable that way), but I can't edit the local files there.
DivineEnema 27 Oct @ 5:11pm 
Since mod owner hasnt updated this major bug, heres how to fix the artillery issue

FIX TO ARTILLERY ISSUE from Kollo:

A recent update changed what artillery foundries are called in the game code (from "bg_artillery_foundaries" to "bg_artillery_foundries"). The mod still refers to artillery buildings as "bg_artillery_foundaries", which breaks them and basically removes the building from the game.

Open the mod folder, open common, then buildings, and open file "ef_01_industry". Search up the artillery_foundries and change it to the new name mentioned above.
Manuel Troncoso 26 Oct @ 4:09pm 
@ricardo.poter It worked! Thank you!!
So if anyone has the same problem:
The building files on the mod said: "building_group = bg_artillery_foundaries" and it should be "building_group = bg_artillery_foundries"
ricardo.poter 26 Oct @ 2:33pm 
You have to find the file in the mod in your computer and change foundaries for foundries
Manuel Troncoso 26 Oct @ 1:38pm 
Great mod, cant wait to try it out.
But it seems to completely delete the "artillery Foundry" building. The is no one in all the world. So all armies have no organization.
I tried running the game only with this mod, so I am certain this is the mod with the issue.
Clockworker 18 Oct @ 9:34am 
Is there no comment on deleting starting companies? Was that a conscious choice or a bug? Because I'm not allowed to reform it, meanwhile other countries are able to retain their companies far over the max limit.
htt 17 Oct @ 8:19pm 
Why is there no exchange mechanism for commodity production? When the puppet country imports raw materials for production, the goods produced are not calculated at the exchange rate of the suzerain country. This seems to indicate a problem with the exchange rate mechanism between the puppet country and the suzerain country. Was it intentionally designed this way?
Stеам Space Whale 17 Oct @ 2:36pm 
Love the idea of the mod! I've noticed the very first purchase of the debt is "free" and money are not removed from the treasury (for a moment it made me think it spends national reserve metals), but then I purchased 2nd time and it worked correctly spending my (vanilla) treasury. This gives you free income from the very first purchase of debt.
As for balance, it's not bad but, AI's acceptance for stockpile access is way too high. Making it harder to access stockpile (and give access to yours) would make playing as developed nations much more challenging. Also, I'd restrict stockpile access to ability to do good transfer treaties, so if I'm Switzerland I should not be able to access lucrative stockpiles like Russia's.
EBTX_  [author] 17 Oct @ 1:59pm 
mucize torbacı

It was a long time ago and there is no bug on the central bank levels
dokumacı kızlar 17 Oct @ 12:08pm 
Check "Central Bank level cap" thread in discussions, 2nd page. I posted it long ago. I had China with 900M GDP and my central bank was capped to 240 something.
EBTX_  [author] 17 Oct @ 11:32am 
mucize torbacı

I don't know what you call a bug, the central bank capped lvl is at 5000lvl which corresponds to 5B of GDP
dokumacı kızlar 17 Oct @ 5:40am 
Thanks for the reply. It is the greatest mod i've played though. It was so easy back then when you could control trade manually with no obstacles at all. Idk what would be the outcome for landlocked countries with current state of the game where you must have treaties to trade. Coastal would still have massive advantage in regards of stockpile exploit. I will try it sometime.

I have a question btw. Are central bank level cap bug and similar bugs got fixed?
ricardo.poter 17 Oct @ 3:59am 
My total support ebtx_. Continue making better this mod. Thanks
EBTX_  [author] 16 Oct @ 2:45pm 
mucize torbacı:

I've played with this mod enough and seen people write message like you to say that you're right. Indeed, when you play with a large nation that already has a well-established currency at the start of the game and if you know how to manage your economy and finances well, then you can quickly dominate.

But I invite you to play with Serbia, Colombia, Persia, Morocco, Egypt, ... 95% of countries that do not have a bank at the start of the game have an already established currency to see that "the cheat" as you say turns into an unplayable challenge
dokumacı kızlar 14 Oct @ 8:18am 
This mode feels like cheat code despite seems good. Simply sell stockpile, turn it into quick big cash, invest in construction heavily, export tons of goods, pump your credit score, get tons of investment, make your currency number one, buy your currency from market, dominate stock markets worldwide, boost your economy even further. This is that easy, you can achieve it pretty quickly even with a small landlocked country. AI seems pretty bad that it can't use stockpiles in their best favor. They invest in you when you get to a certain point so you can snowball investments and scam everyone with bonds and currency.
snipman80 13 Oct @ 9:33pm 
By far one of my favorite mods. I just wish it was compatible with more mods. I'd love to play this with one of the modern day mods.
UXIQVO 13 Oct @ 8:53am 
fire mod ! can't wait for it to be upgraded, should be in base game !
LoveShacker 12 Oct @ 8:03am 
artillery still broken
Clockworker 9 Oct @ 11:02am 
It deletes my starting companies and gave me a gold and silver company. But other countries retain their starting companies?
DivineEnema 8 Oct @ 2:03pm 
FIX TO ARTILLERY ISSUE from Kollo:

A recent update changed what artillery foundries are called in the game code (from "bg_artillery_foundaries" to "bg_artillery_foundries"). The mod still refers to artillery buildings as "bg_artillery_foundaries", which breaks them and basically removes the building from the game.

Open the mod folder, open common, then buildings, and open file "ef_01_industry". Search up the artillery_foundries and change it to the new name mentioned above.
Fred 8 Oct @ 12:45pm 
Artillery Foundry doesnt show up as a building option
HiddenPrior 8 Oct @ 8:57am 
Has anyone made a collection or combined mod using this mod? It suspect it will be difficult to determine which mods are compatible otherwise. I really love this mod, and would love to combine it with the Ultra Historical Series (maybe once they update to 1.10) if it is possible, though I suspect a lit of compatibility work will be needed.
DivineEnema 7 Oct @ 6:22pm 
artillery are gone in this mod.
Apostolos 7 Oct @ 10:41am 
Can you please have artillery back? Thanks
Sarpedon 6 Oct @ 2:00pm 
stock exchanges in my save dont produce agriculture or railroad stock despite all being privatised all 15 levels. is there a problem with me or mod?
以核为贵 5 Oct @ 7:17pm 
我想知道为什么我的上海证券交易所永远招不到人,ai的证券交易所就可以?
I wonder why my Shanghai Stock Exchange can never recruit people, but the AI stock exchange can?
EBTX_  [author] 5 Oct @ 5:00am 
anthony

Stock exchanges are buildings that can be bought by any company in the field, so no, if you want to take control of them you have to nationalize them.
anthony 4 Oct @ 5:46pm 
Can't we let French banks control the Brussels stock exchange?
EBTX_  [author] 4 Oct @ 4:06pm 
chivu
no
EBTX_  [author] 4 Oct @ 4:06pm 
anthony
what are you talking about
EBTX_  [author] 4 Oct @ 4:06pm 
anthony

because it was a foreign company and Stock Exchanges never disappear when they are historical
EBTX_  [author] 4 Oct @ 4:04pm 
Kollo

Yes!
@Kollo true dude,I lost all my cannons in my last gamesave:ArmedForces:
anthony 4 Oct @ 5:34am 
In 1.10.4, the bug causing incorrect salaries was fixed. Please update
anthony 4 Oct @ 5:02am 
After France annexed Belgium, the Brussels Stock Exchange still existed. There was a company controlling it, but I could not dissolve this company.
Kollo 3 Oct @ 11:22am 
A recent update changed what artillery foundries are called in the game code (from "bg_artillery_foundaries" to "bg_artillery_foundries"). The mod still refers to artillery buildings as "bg_artillery_foundaries", which breaks them and basically removes the building from the game.
chivu 2 Oct @ 3:19pm 
After the last update, the number of possible companies is the vanilla one
Vohen 1 Oct @ 7:45pm 
In an ideal world, we'd have a BPM compat mod for this mod, since these two are essentially equivalents on giving amazing depth to the economy (E&F) and society (BPM) simulations, so I figure they would go very well together.
Sarpedon 1 Oct @ 1:17pm 
artillery factory disappeared with this mod
Godless Stalin 29 Sep @ 9:09am 
I needed that update, thanks
RobS 27 Sep @ 12:15pm 
For whatever reason this mod causes the society panel to go out of whack, in particular the fervor value. It crashes if you look at europe with the panel open. I've unsubscribed, and deleted the mod folder then re-downloaded and the problem still persists.
smirkyshadow 26 Sep @ 5:22pm 
I really enjoyed this mod, but I don't think I'm gonna play with it again, at least for now. The mod itself is really good, but I personally hate how finnicky the currency system is, like how I lost the Drachma when I formed Byzantium, but the current system where it automatically changes you to the currency you should be really hurts my gameplay experience, because I can't even use fast enact, or law enact to fix what currency I have

This mod though is filled with so many amazing features I honestly think should be in the base game (like especially different currencies, and currency strength), and I hope you all continue to make the mod better
Sarpedon 26 Sep @ 9:45am 
Hi. when i get a notification for national awekining it shows event name as in its in text file in events rather than a roleplay event. weapons company also problematic when i play as persia. it shows as company_basic_weapons_dynamic_name_tag. how to fix this?