Victoria 3

Victoria 3

Expertise for Production Methods
59 Comments
Guy Fawkes 23 hours ago 
is this hard on performance? my game seems extra slow
Alma_Negra 24 Sep @ 3:35am 
Update?
ADude 10 Sep @ 5:24pm 
Any plans for an Industry Expanded (IEX) compatch?
Wazter 10 Sep @ 10:58am 
do you have plans to translate in spanish?
Kangurek2011 6 Sep @ 1:36am 
compatch for exether please!
Crush on a Virgin 31 Aug @ 3:32am 
this is giving hoi4
01A3-91C-2789B11F "Vala" 28 Aug @ 11:09pm 
The compatch causes extreme stuttering lag
1230james 24 Aug @ 4:52pm 
tbf that's what happened historically. Take Japan or Korea for instance. If you were to represent what happened to them IRL in Vic3, it'd basically be them sitting on their starter techs for half the game before they suddenly unlocked like half of each tree in a 10-year span, especially for production techs.
Willowphile 23 Aug @ 11:18am 
I think the tech bonus from investment is too strong. Its easy as a poor tech country to get a bunch of investment and fly rapidly up the tech tree.
912552885 22 Aug @ 8:48pm 
I made a mistake, it's not this
912552885 22 Aug @ 8:37pm 
The special production method of the art college cannot be used(Morgenrote)
smirkyshadow 21 Aug @ 2:03pm 
Compatible with Morgenrote would be nice :D
Mr. Wayne 17 Aug @ 4:43pm 
Feels completely natural. Should be base game it fits so well!
see two 15 Aug @ 12:23pm 
this just makes it so, over time, an industry producing a -75% good will be profitable simply due to insane throughput buffs... plantation economy go brr
BeheadThoseWhoInsultKane 13 Aug @ 10:14pm 
Using the mod, does not seem to have much performance impact in the early game at least. Thanks for the work!
🦈Lily🦈 1 Aug @ 10:42am 
Are this mod and your alternating current mod compatible?
Sunsphere11 31 Jul @ 9:38pm 
@Dubbe sorry I didn't see your reply. Tying it to techs could work, although I can't really think of any techs that would be a good fit to tie it to. Alternatively maybe the more advanced production methods could just have a smaller flat expertise penalty, Or as another alternative you could make higher literacy or education institution lvl reduce the penalty.

Some sort of system to let you smooth over the transition process would be a good feature. Maybe you could have a weaker early game version as a decree (so people need to be strategic about using it) and then a later game, more general version unlocked by something like central planning.
|Teiwaz| 31 Jul @ 9:39am 
i am very sorry for this false alarm
it turns out the issue comes from using the patch for this mod with the BETA version of tech&res

so view this as a warning that there might be some work to do on the patch for the new version
Dubbe  [author] 30 Jul @ 2:39pm 
@Teiwaz I can't reproduce a daily stutter with this mod only. I haven't tested this mod with BPM yet, but they both are very calculation intensive mods. On top of that, Tech&Res introducing a lot of buildings and therefore PMs. An impact on performance is not avoidable.

The calculations are on monthly impulses.
kido 30 Jul @ 11:40am 
Thank you!
Dubbe  [author] 30 Jul @ 11:21am 
@kido: I've pushed a fix for the setback at 0% bug
Dubbe  [author] 30 Jul @ 10:51am 
Performance impact is lesser than initially thought, but there is a small impact. It's impossible to add new gameplay mechanics without performance impact.
Mujahadeen Karthus 30 Jul @ 9:27am 
on one hand, sounds cool, on the other it sounds like this will add more strain on the engine and introduce more calculations that will cause lag, any reports on the performance?
Lyra 29 Jul @ 7:01pm 
I love the investment rights change
Alma_Negra 29 Jul @ 5:49pm 
Any idea if this mod works with private construction method?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3420714166
仙人卡尔 29 Jul @ 4:11pm 
I don't need this,what I really need is a mod to auto switch to most advanced pm for me
kido 29 Jul @ 2:14pm 
Hi, I've done more testing, and from my modlist it looks like both this mod and Alternating Current seems to cause this issue. I'll leave a comment on that mod page for now just in case someone else also has this issue.
kido 29 Jul @ 3:00am 
Thank you! I suspect it's something deeper than the mod itself, because I recall having this issue before the mod came out, but since I isolated it and it still persists it might be affected too.
Dubbe  [author] 29 Jul @ 2:50am 
@kido Hi, i don't changed anything law related file nor use any law related on action trigger that could override something related to this problem.

@all Does anyone else have problems with law success setback?

I'll try to reproduce your problem.
kido 29 Jul @ 1:46am 
I've noticed that when using this mod, my laws will not setback at 0% success. Do you have any idea what this could be caused by? I've tried running it alone and verifying files.
Dubbe  [author] 29 Jul @ 12:50am 
@XuanYuan_YunBai: What exactly do you mean? The requirements to switch into a pm didn't changed. You have, in the most cases, unlock a technology. Then you und the ai can activate this method.
XuanYuan_YunBai 29 Jul @ 12:32am 
It would be great if AI could directly switch to the most advanced production methods. It’s a headache that current AI can’t switch to advanced production methods.
Erring 28 Jul @ 6:39pm 
Awesome concept, love to see it.
Lazy Invincible General 27 Jul @ 6:51pm 
yeah, just saw the note since steam decided to be funny and not load everything (I have no idea why it does that sometimes)
Lazy Invincible General 27 Jul @ 6:51pm 
I'm assuming if this is to work with a mod that adds new production methods or factories (such as one that makes factories only make 1 type good) a patch would need to made
CengizHan 27 Jul @ 11:37am 
I’ve shared the Turkish localization of your mod in the suggestions section. Please consider adding it to the mod. Thank you!
Necrotes 27 Jul @ 10:33am 
not sure if it's just me but the penalty from changing PM, which was changed to be on a decay timer (which is a great change) only works for the player. The AI still has the full +50% Goods Input penalty for the full 5 months.
Necrotes 27 Jul @ 10:23am 
Dodocan 27 Jul @ 9:05am 
great idea - needs to be implemented to base game asap.

The changing of production methods instantly is quite immersion breaking.
Maximusvk 27 Jul @ 8:47am 
base game stuff. gj !
daundre 27 Jul @ 4:51am 
This needs to be in the base game
Gaucho 27 Jul @ 3:03am 
Could you make it so that it is affected by country literacy as well?
Brätlihauer 26 Jul @ 11:34pm 
Thank you for addressing this! I always thought its very unrealistic to just switch PM for an entire country without any consequences
Dubbe  [author] 26 Jul @ 11:28pm 
@Sunsphere: Have you a suggesstion how this problem could be solved? Basically it should crash your local economy if you switch a large factory to a pm you have no expertise.

My suggestion to counter this effect is: There are three techs that reduces the effect of the malus. They should also reduce the base duration (180 days) of it. On top of that, i'm looking into, how to make it possible that you could "prepare" a pm change. Once the preparation is done, the building changes to this pm automatically without malus. You say that the early game works very well. How about locking this preparation features behind a tech?
Phoenix Nebula 26 Jul @ 9:14pm 
Oh this is a cool concept. I hope once it's stable it can be made compatible with Heart of Appalachia in the future.
Sunsphere11 26 Jul @ 8:35pm 
I like the idea of the mod and I think it works well early game. However in the late game I started running into some issues where the penalty for production changes made it impossible to switch large factories over without crashing the local economy.
Dubbe  [author] 26 Jul @ 4:35pm 
@Lord Bowser: Thanks for reporting. I pushed a fix for this bug a minute ago!
Lord Bowser 26 Jul @ 2:57pm 
This is a great mod! I believe I have found a bug: The technology spread through investment rights seems to break when the cap is reached: Starting as Spain, I did a lot of investment pacts, getting the spread for mechanized tools to 260 (my cap), but the technology doesn't actually spread into the tech. The techs below 260 spread on the first of every month. Or did I misunderstand how that spread is supposed to work?
NotokBoomer🍅🦝 26 Jul @ 12:54pm 
Great concept, this also reminds me of how production efficiency works in hoi4. Maybe we can take sone ideas from there? For instance maybe an efficiency cap to a PM (say keeping the same PM can only gradually raise efficiency to a bonus of 10% max), then with sone particular technology or laws the efficiency bonus cap becomes 20%, even without changing the PM.
Dubbe  [author] 26 Jul @ 11:04am 
Thanks at all for your feedback.

If possible please let me know what you think about the current balancing.

How affects the technology progress from expertise of PMs you did not unlocked yet your backwards country?
How do you think about the bonus of expertise? Too high or too low?
Is Throughput the right bonus or should it someting other or additional?
How do you think about the malus for switching PMs?
Have you some other ideas how expertise can affects the gameplay?

Thank you!

@comecocos0 There is no easy way to make it compatible with other mods that add new goods but i'm looking for a solution.

Multiple malus modifiers should not be possible. I will take a look at this.