Victoria 3

Victoria 3

Grey's Ranch Production Rework
83 Comments
MasterOfGrey  [author] 7 hours ago 
Well that’s new and super weird.
Stryker 10 hours ago 
I disabled the mod and the negative workforce thing is no longer a problem. Assuming it's not intentional but I have no clue.
Stryker 10 hours ago 
I'm not sure if it's this mod, but my livestock buildings are having a minimum workforce capacity in the negatives, is that a game thing or a mod fucking up somewhere?
MasterOfGrey  [author] 29 Sep @ 4:17pm 
It is literally the first thing in the description
Kaiser AVH 29 Sep @ 1:26pm 
Hi! Is this mod compatible with the latest patch?
If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!
Hándan 10 Aug @ 7:59pm 
what is this font? number
MasterOfGrey  [author] 30 Jul @ 3:26pm 
The ranches are also the only thing using transportation… if you have a big shortage you either have the wrong PM active, or you probably need fewer ranches, not more.

In general, transportation isn’t meant to be easy until you get railways though…
Heiwae 30 Jul @ 2:04pm 
there is something annoying and feel kinda dumb and im surprised nobody reported it but on the pannel of local price for transportation instead of addind railway it propose to add RANCHES for some reason because now it provide a small amount of transportation too

the annoying thing is when you have a big shortage of transportation in many province but you have to build all those ranches first to be able to build a railway i hope you can do something about it to ease game experience
CY-RPG 5 Jul @ 7:58am 
The production seems to be too high (19) compare to my farm (7). Hence AI only building ranch:wowsfishpalm:
MasterOfGrey  [author] 19 Jun @ 5:01pm 
And now, ranches provide some limited amount of transport at the basic level
Zangi 19 Jun @ 2:22pm 
From the last version, requiring transportation at the basic level of ranches... kinda makes ranches useless till you unlock railroads.
MasterOfGrey  [author] 19 Jun @ 3:30am 
V1.2
- Updated (and rebalanced) for 1.9
- Fertiliser production nerfed
- Beasts of Burden pm provides early transport
MasterOfGrey  [author] 17 Jun @ 4:48pm 
Yeah, this is getting re-balanced in the next update
Saltmarine 17 Jun @ 4:35pm 
fertilizer production is way overtuned from ranches, makes fertilizer plants useless.
MangoFoalix 12 Jun @ 12:55am 
I must of glazed over that when I read the description, huh.
Thanks for putting up with my idiocy then, my bad dude.
MasterOfGrey  [author] 12 Jun @ 12:15am 
It says it right in T&R's description:
"This mod may be not compatible with mods that change vanilla techs, buildings, production methods and military units."

Those four things represent a very large cross-section of mods.
MangoFoalix 11 Jun @ 11:56pm 
are you telling me that tech & res is by design not supposed to work with most mods?
MasterOfGrey  [author] 11 Jun @ 6:54pm 
Most mods don't work with Tech and Res... that's the nature of T&R
MangoFoalix 11 Jun @ 11:56am 
I think this mod does not work with Tech & Res
MasterOfGrey  [author] 29 May @ 5:05am 
So, 1.9 is right around the corner and I am excited to spend a chunk of time on modding and playing it. I've also just finished up with a very busy time in my life, and part of that is that I am currently unemployed.

So, since I have no job and I'm about to spend a chunk of time on modding when the update drops, I have now set up a Patreon on the off chance anyone would like to support me with a couple dollars. Link [patreon.com]

I will of course keep modding either way, but I would appreciate anything at all that people might be willing to send my way.
gumlawk 17 Apr @ 1:56pm 
For some reason the mod isn't doing anything for me I have it installed it checked the integrity of the files changed to the last version of the game before going I even unsubscribed and then resubscribe so i'm wondering what the problem might be?
MasterOfGrey  [author] 12 Apr @ 6:29pm 
Load order does not matter - and thank you for raising it, I have added this note to the collection description.
Abracadabralicious 12 Apr @ 11:26am 
This question isn't specific to this mod but to all of your wonderful mods, is there a recommended load order for them (the ones listed on 'Grey's Little Reworks' collection)? Or is it fine to order them however which way and they'd still function regardless?
eliadil 8 Apr @ 10:18am 
how can i remove the transport isue? i cant find it in any file
MasterOfGrey  [author] 5 Mar @ 6:59pm 
Cheers, I should note that this is balanced in the context of my other Food Industry Rework mod.
And the transport issue is intentional. Unrefrigerated transport without some level of transport infrastructure was a bad time.
Ellisten 5 Mar @ 6:48pm 
nice mod, i've been trying to make argentina play in a somewhat historical way for a while to minimal success.

there are some small issues i've noticed though:
- unrefrigerated transport having a transportation cost means any state without rail or urban centers is going to have an automatic -50% to ranches.
- grocery production in refined products is a good idea but i think it's overtuned, food industries (roughly) convert 1 wheat to 1.5 groceries, or 1 food to 2.25 food, with a minimum employment of 2,5k, whereas full eggs & dairy converts 1 food to 2.5 food with a minimum employment of 1.4k. imo just a small production of groceries and the scaling food industry throughput would be good, so you can build ranches to establish a consumer base for groceries cheaply then use food industries to fulfill it as it scales up
Kurt 27 Feb @ 2:10pm 
@MasterOfGrey damn, it's so good though and it's not like they actually do anything with the farm stuff
MasterOfGrey  [author] 26 Feb @ 7:59pm 
Project Variety doesn't play well with many mods, lol.
Kurt 26 Feb @ 11:19am 
The fertilized plantations idea is cool but it doesn't seem to play well with many mods, with project variety most PM's are missing
MasterOfGrey  [author] 25 Feb @ 2:50pm 
I'll have to check, it used to work out fine - but fortunately that's not a big problem
GAMERFANAT1C 25 Feb @ 12:59pm 
Thanks for the suggestion. I've tried out that mod and have found it increases the production of (most) agricultural buildings to at least sustainable levels, if not profitable. Both of these feel like must-haves.

I could be managing load order wrong, but it doesn't seem to be terribly compatible with your military rework as the tractors in that mod use engines instead of automobiles. Not a deal-breaker, but am I wondering if it is just something I'm doing wrong or if a compatch would be needed.
MasterOfGrey  [author] 4 Feb @ 3:53pm 
I strongly recommend "Fertilised Plantations and Other Agricultural Tweaks" https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3306984118

This is basically equivalent to what I would do if I reworked other agricultural buildings.
GAMERFANAT1C 4 Feb @ 9:36am 
I know I've already made a similar comment, but are there any plans to rework the other agricultural buildings? As it stands, you'll never run into a situation where say wheat farms consistently make more than £50 per week and more than 50% employment.

Having now played with this mod for a couple games, I'm liking that I actually end up using my arable land in my homelands (thankfully, Paradox did make most plantations somewhat profitable). The problem is that ranches are the only viable building there, which even the private sector seems to realise and respond to. I end up in a situation where my entire rural population are almost exclusively ranchers and it takes me out of the game for a hot minute.

I'm only asking this because this mod and your other mods show that you know how to make actually useful production methods for some of the more neglected industries in this game, without just making them go-to buildings in every situation.
Arjhan 23 Jan @ 1:56pm 
Love the whole suite of mods. Two minor criticisms. 1. This makes it rather hard to get fertilizer plants profitable, which is a bit strange for the time period, see the green revolution. 2. A lot of historically pastural societies were based in lands that would be extremely marginal for grain production. It's unfortunate there's not a good way to model this with the arable land system.
MasterOfGrey  [author] 16 Jan @ 2:14pm 
Two reasons:
1) Their design meant that it was impossible for meat to become a major demand in the late game, despite that being historically exactly when it should be.
2) Some nations were historically viable almost solely due to their animal herding skills, and this was a key sector of the economy in many parts of the world, but in vanilla they would be unable to avoid abject poverty.
GAMERFANAT1C 16 Jan @ 6:20am 
Can I ask what made you choose ranches specifically? While I do agree they suck ass in vanilla, I find that's the case for every agriculture building that isn't cotton, dye, opium, or silk, so I'm curious as to what made you decide to work on ranches over all the others.
salmans 9 Jan @ 10:49pm 
Thank you.Get well soon.
BeheadThoseWhoInsultKane 9 Jan @ 7:45pm 
Thank you and get well! :yay:
Evpira 9 Jan @ 7:15pm 
Thank you. Your mods are awesome!
MasterOfGrey  [author] 9 Jan @ 7:00pm 
Ah, I messed up and had a minus sign where I shouldn't have... I need to stop modding when I'm kinda sick.

I have updated with a fix just now.
Berecles 9 Jan @ 4:20pm 
its 1858:
Qing -6% birthrate -25mil of people every year
Super germany (me) -1% -1mil people
British Raj: -4% birthrate -5mil people

its declining very fast, declining globaly
MasterOfGrey  [author] 9 Jan @ 3:03pm 
Please check if they're using the encourage agriculture decree on states affected, or if it is actually global.
I'm not well today and can't spend a lot of time on testing, but that's a serious issue so if you can confirm I'll push a hotfix.
salmans 9 Jan @ 2:27pm 
The update may have broken down
Population is declining in all countries
MasterOfGrey  [author] 8 Jan @ 3:59pm 
Note: ranches are now explicitly less profitable than the food industries from my food industry rework. Turns out I had made a change on my spreadsheet that I hadn't included in the mod which was further exacerbating issues.
MasterOfGrey  [author] 8 Jan @ 3:58pm 
Updated:
- Nerfed groceries, and tooling PM's don't scale as quickly or as high.
- The later cheese PM's now improve local food industry throughput.
- (trial feature still in testing) Halved all the subsistence pop growth impacts.
MasterOfGrey  [author] 7 Jan @ 5:53pm 
The 2 problems with balancing this btw are that:

1) the "Encourage Agricultural Industry" decree causes the negative balancing component to get boosted for subsistence farms - so if the negative and positive components are too close, then using the decree results in a substantial -ve population growth when subsistence farms are full in places like China.

and 2) if an African power arises and industrialises, the continent is severely underpopulated and doesn't actually experience the sort of growth that it should in that scenario. <- and this requires a moderately high growth rate.
MasterOfGrey  [author] 7 Jan @ 5:37pm 
Oh geez I just looked. I don't think I realised before just how much arable land the USA has.
MasterOfGrey  [author] 7 Jan @ 5:15pm 
Hmmm... that's interesting...
Because the way this works is that it's only a % modifier affecting the existing growth from sol.
i.e. If sol is producing 4%, it's not adding x% to 4, it's adding x% *of* 4. So even like 100% bonus is only improving 4% to 8%.
Texas at the start has what, 38k people? (Not counting indians?)
So like yeah, those areas should be experiencing high growth, but it should still be proportional to what they are starting from...
FiestaMasta 7 Jan @ 4:58pm 
Part 2

One way to see what I am talking about is to look at Texas, California, or any of the Midwestern states that have huge Subsistence Farms, but low population.

At several points during my Mexico playthrough, early game ~1850. Any state that has open employment for Subsistence Buildings but had low Pop was getting crazy population growth. And not the migration kind. Raw Pop growth.

I think at one point Texas and California were netting 1.5M pop annually EACH just from raw growth.I think I tripled the population of "old" mexico borders in the span of 15-25 years. 1836-1860.

Same I could tell for the other states like Nebraska, Oklahoma, Kansas, etc, for the US.

Definitely made for super interesting golden decades for Mexico and a metric ton of Land-Based Tax. Though by 1895, the same issues that are present for Qing in 1840 start cropping up with several 100K unemployed growing drastically.