Victoria 3

Victoria 3

Canals Add Company Capacity
61 Comments
ca1igula 10 Oct @ 6:15am 
To anyone who already had a game running (like myself), and wants to keep the extra company slot: You must add this to the bottom of the text "zz_canals.txt" inside "common" --> "production_methods" (should have only one file inside there):
pm_canal = {
texture = "gfx/interface/icons/production_method_icons/canals.dds"

country_modifiers = {
workforce_scaled = {
country_prestige_add = 100
}
level_scaled = {
country_max_companies_add = 1
}
}

state_modifiers = {
level_scaled = {
state_migration_pull_mult = 0.2
}
}

building_modifiers = {
workforce_scaled = {
# input goods
goods_input_tools_add = 10
goods_input_coal_add = 15
}

level_scaled = {
building_employment_clerks_add = 2000
building_employment_machinists_add = 2500
building_employment_bureaucrats_add = 500
}
}
}
Morglom  [author] 9 Oct @ 9:03pm 
@Thoralf Good call. I forgot to mention that you'll need to start a new save with the new version of the mod if you want to benefit. What you've posted is a good workaround.
Thoralf 9 Oct @ 1:40pm 
If anyone else had a game running with this mod, you need to modify the file "add_canal_company_capacity_rules.txt" and update this part:

canal_buildings_add_neither = {
flag = disable_pm_canal
flag = disable_pm_canal_add_free_charter
flag = disable_pm_canal_add_company_capacity

flag = force_pm_canal_add_both

Otherwise you will now get the double nerf of no charter and no slot as per the new default, which cannot be changed in a running game
Berecles 9 Oct @ 1:19pm 
Thanks!
Borklund 9 Oct @ 11:15am 
Thank you!
Morglom  [author] 9 Oct @ 5:15am 
@darkgebus @Borklund Sorry for the delay, been a bit busy. I've updated the mod so now the game rules are back and you can control whether you want the canal companies and buildings to increase company capacity, free company charters, both or none.
Borklund 8 Oct @ 11:24am 
Please update
darkgebus 2 Oct @ 4:58am 
Hello, hello, seems that we will need this mod again :) Can you update him?
Osium 7 Aug @ 8:02pm 
:)
Morglom  [author] 7 Aug @ 6:59pm 
@Osium Fixed.
Osium 7 Aug @ 5:02am 
This doesn't have the prestige good for merchant marine.
awk1582 11 Jul @ 2:09pm 
Thank you for having created and supported this mod before Paradox included the additional canal company in the base game.
Morglom  [author] 4 Jul @ 8:43am 
@Armmine If it's a saved game then it's probably the case that the building was refreshed with the modded version but the base game version of the company was still cached.
Armmine 4 Jul @ 7:18am 
Yup. I got both the bonus from the building and the productivity. But it was a saved game.
Morglom  [author] 3 Jul @ 9:09pm 
@Armmine I could have sworn that I removed the company capacity from the canal company prosperity modifier. Is it doubling up in your game?
Armmine 3 Jul @ 5:51am 
So a canal company allows you to build 1 company when it's productivity is peak, on top of another 1 from the canal building. Would you consider removing the 1 from the productivity?
Penguin 26 Jun @ 2:36am 
Awesome mod that I used throughout 1.8!
stun lancer 23 Jun @ 5:11am 
I used this mod before 1.9 and it's now supported by paradox.
Thanks for your great mod!
laughterline 21 Jun @ 12:33pm 
Tysm, this mod was a must before 1.9
kindum 19 Jun @ 3:30am 
No problem man. Thank you very much for your work!
Morglom  [author] 18 Jun @ 9:28pm 
Appreciate the thanks from everyone. Now that much of this mod is redundant I've decided to just simplify it to have the canal building add company capacity (as it was in the first version of this mod). This way the mod isn't completely useless and people who prefer the building providing the slot over the company can still opt for that. Also sorry to kindum for not noticing the German translations you offered, it's been a busy year for me and it slipped through the cracks.
pamps_alone 18 Jun @ 11:39am 
appreciated this mod's existence up to this point, but now its functionality has been added to the base game!
AKUA 18 Jun @ 10:51am 
Yeap. You don't need this mod starting 1.9 (probably the change is inspired by this mod). Anyway, thanks for the work.
andi.999 18 Jun @ 9:59am 
thank you for your work, mate. and fare well.
force200 18 Jun @ 3:54am 
1.9 made this mod redundant.
Morglom  [author] 16 Jan @ 4:20am 
@diecicatorce I've just tested it and it seems to be working. Do you have any other mods active that might change the canal buildings or their production methods?
diecicatorce 15 Jan @ 5:50am 
Is this mod working? Game rule is set to canal building adds company capacity but I built the Suez and I didn't get it. I used it back on 1.7 and it worked
Morglom  [author] 28 Nov, 2024 @ 2:44pm 
@TechPower$ I'll fix that. It's harmless anyway, but no reason not to fix it.
shadyxlr 28 Nov, 2024 @ 10:08am 
@Morglom It's no worries honestly. I've spent time looking and so far this has been the only mod that added company capacity in between Steam and Nexus. I'll probably try what you suggested with changing the amount in the mod files.

Still appreciate you replying to me thanks.
TechPower$ 28 Nov, 2024 @ 9:56am 
Mod generates some errors

File 'common/game_rules/add_canal_company_capacity_rules.txt' should be in utf8-bom encoding (will try to use it anyways)
Morglom  [author] 28 Nov, 2024 @ 2:12am 
@shadyxir I've looked into implementing an easy and dynamic way of changing the added company capacity using game rules, but I hit a bit of a dead end. It wouldn't be impossible to add support for using game rules to choose how much company capacity should be added, but it would be cumbersome.

I'm sorry I can't accommodate what you're looking for. If you're just looking for extra company capacity there are probably other mods out there for that. If you really want to have it done using canals then you can probably go into the files for this mod and manually change values. Your changes would probably be erased each time I update this mod, but that shouldn't happen too frequently.
shadyxlr 27 Nov, 2024 @ 11:38am 
Don't know if it's possible but could you increase the amount of companies a canal gives? I've wanted to build more companies in my playthroughs but it drives me nuts we can only have 5-6 companies. This mod helps but I'm just wondering if it's possible to potentially increase it more?
Morglom  [author] 26 Nov, 2024 @ 3:23pm 
@TechPower$ I've just tested in Vanilla and I'm getting the same issue. I think this might be an issue Paradox will have to fix.
Morglom  [author] 26 Nov, 2024 @ 1:56am 
@TechPower$ That's odd I tested the mod with the latest version and it seemed fine. What laws did you have?
TechPower$ 25 Nov, 2024 @ 12:29pm 
In new version 1.8 I got or bug, or new feature. I cannot subsidize canal. And my canal cannot hire new personal and always empty
Taylor 15 Nov, 2024 @ 3:46pm 
@FFF-klasse Kantenfürst There's nothing wrong with this mod. Many mods throw errors if the mod is removed but it is still present in an existing save. The error itself is completely harmless, just a little nuisance. If you want to get rid of them though, you'll need to delete the old save with where this mod was used.
SSS-class Warlock 6 Oct, 2024 @ 4:35am 
Alright, here is the link to the error log https://drive.google.com/file/d/18dsFWHzzxSzHaf48KT0eFj41mSEfH7Ov/view?usp=sharing

Beyond that I cannot provide anything else, as I have already removed everything related to errors I was able to find
Morglom  [author] 6 Oct, 2024 @ 4:26am 
FFF-klasse Kantenfürst Would be you be able to provide more details of the errors? I have some ideas about the possible causes, but I'd probably need some more details to track down exactly what the problem is.
SSS-class Warlock 6 Oct, 2024 @ 4:21am 
To be clear, those errors for both mentioned mods seem to be related to the game options when starting a new game, but they clearly reference the old save file as well
SSS-class Warlock 6 Oct, 2024 @ 4:17am 
This mod, along with better flags mod, throws errors related to an old save I used them in, even when I run the game vanilla and it's a brand new campaign, despite fresh game reinstall and all sorts of cache clearing.

I am certainly not an expert and understand little about modding, but that is certainly sloppy :steamthumbsdown:
Afdavra 20 Aug, 2024 @ 4:53pm 
This mod is awesome and I really appreciate how you take feedback! Great work!
Morglom  [author] 15 Aug, 2024 @ 3:44am 
I've gotten feedback before about replacing the capitalists in the canal employment because it doesn't really fit anymore post SOI. My hesitation to do it came from the feeling that it felt like something beyond what the mod was designed for and I was hoping paradox would be the one to "fix" this. Now that I look at it, it seems there are a lot of people that would like this change and there a lot of balance or unofficial patch mods that make this change. I think I'll bite the bullet and make the change given that there don't seem to be many (if any) people who like how it currently works.
Petrichor 14 Aug, 2024 @ 11:28pm 
heyo, do you think it would be possible to add alternate production methods to canals that would allow for them to not have to hire capitalist pops while under socialist laws? I've seen other mods that do that, but they are all out of date, and are also incompatible with this one
hamburger 14 Aug, 2024 @ 7:23pm 
I just checked, and it works!!! TYSM for fixing this so quickly
Enrar 14 Aug, 2024 @ 5:33pm 
you should get rid of the capitalist employment in production method since it's owned by the state anyway, and those employed capitalist will just starve
Morglom  [author] 14 Aug, 2024 @ 3:23am 
hamburger I've updated the mod so your problem is hopefully fixed. This change also makes it so if you choose to have canal companies add the capacity then the building can use the production method from other mods (depending on how they updated it).
Morglom  [author] 14 Aug, 2024 @ 3:15am 
hamburger I looked into it and your correct, it seems the unofficial hot fix mod is reason. I'm looking into a change that would make this mod override that mod (with regards to canals).
hamburger 13 Aug, 2024 @ 4:17pm 
I just checked, and I did have the Canal Buildings add Company Capacity on my save.

I looked at the canal, no added company. The company itself also didn't have it, so it's got to be a mod conflict then. The active mods I've used for the entire campaign with no additions or removals are:

shaded relief map Ver 2
GDP Plotline Plus
Canals Add Company Capacity (this mod)
Compact Army & Navy
Only One Statue
1.7.5 Unofficial Hotfix Mod

in that order from top to bottom. I think it's the unofficial hotfix mod, since that modifies the canal building to employ bureaucrats, but idk if that mod redefines the entire canal, or tweaks it. Not sure with how modding works in this game
Morglom  [author] 13 Aug, 2024 @ 2:51am 
hamburger There should be a rule you toggle when starting a game that decides whether the extra company is on the company or the building. The images above show what you should be seeing. If they weren't there can you tell me what other mods you might be using so I can look into it.