Victoria 3
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Grey's Urban Synergy Unleashed
   
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24 ноя. 2024 г. в 19:24
3 окт в 6:06
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Grey's Urban Synergy Unleashed

В 3 коллекциях, созданных MasterOfGrey
Grey's Little Reworks
Предметов: 11
Grey's Essential Recommendations
Предметов: 45
Grey's Starter Pack
Предметов: 28
Описание

(and onwards)
[github.com][discord.gg]
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.8.2

The Community Modding Framework is Required.
The others are Recommended.

*MUST have a new game - your save will explode if you either add or remove this mid-game.

This mod started as a compatibility patch designed to make 11 different mods work together. At a certain point it ended up becoming its own thing.
So, this reworks the whole urban buildings environment, and a few related touch points, to create a system with in-built synergies. Urbanization gradually increases the total construction capacity (without necessarily costing the government), railways are profitable throughout the game and have additional options, ports can now be privately owned and contribute to the transport economy, rivers can now have portage, power plants have more diversity and can be extended to powering a distribution grid (this adapts content from 'Power Plants+').

All in all, it is a system that has been designed to round off some of the sharp edge-case corners in the urban economy, and to ensure that the AI can naturally benefit from the same things the player can.


Features:
Logistics Services
Ports and railways now produce a new good called 'Logistics Services'. Rather than transport, which is of course the capacity to move goods locally, it represents the ability to organise goods to be transported - which can be done locally or coordinated from afar. Trade Centers in states without Ports use Logistics Services instead of Merchant Marine.

Urban Center & Electricity Rework
Urban Centers require twice as much urbanization per level now, and the primary PM has been rebalanced and now produces a small amount of construction. Streetlighting has been expanded to also infer general urban electricity supply and these PM's are designed to interact with the Power Plant rework to ensure that the AI can transition to a distribution grid for electricity successfully. The Power Plants are effectively the ones from 'Power Plants+', but the structure of the PM's has been reworked to ensure the AI can understand them.
Urban Centres also have mixed impacts on construction based on size and employment. See the FAQ.

Transportation Rework
Railways, Ports, & River Ports are all profitable providers of transport throughout the game, and both contribute to MAPI. Additionally, the transport economy no longer starts from 0. Subsistence farms provide transport, and basic road cart pm's consume it, so right from the start there is some transport floating around the local market. This greatly smooths out the initial industrialisation via rail. Pops also cannot switch en masse to automobiles in the late game, as the amount of their transport need that can be met by automobiles has been limited to a mere 12.5%.

Services Rework
In addition to the rebalance of Urban Centers - Government Admins now produce a small amount of services, have reduced workforce needs, and extra PM's. A new Public Green building is available to provide services. This building uses arable land, so it is naturally limited and competes with agriculture for arable land.
As part of this, Manor Houses now directly reduce state tax capacity as they use their position to try and evade taxation, and financial districts contribute to urbanization which helps to produce the services their pops consume.

Construction Rework:
PM's for construction sectors have been scaled down to 40% of their original sizes. So, in the early game it's much easier for small AI nations to maintain at least 1 wooden construction sector - which is critical to enabling the autonomous investment queue. A dynamic country modifier increases the maximum number of construction sectors to compensate so that total capacity is unchanged and no compatibility issues are introduced with technologies.

Extra Consumption:
Some buildings now consume additional goods: Naval buildings consume additional supplies to represent the specific goods in excess of pop consumption that the government would fund to support the crews while they maintain a fleet at sea. Ports also consume groceries as supplies proportional to the modernness.

Subsistence Changes:
Subsistence farms now produce small amounts of transport, services, & logistics to smooth out the economic demand shifts. This also contains an experimental boost to pop growth from empty subsistence farms that helps global population reach its intended target.


This tries to be self-contained and avoid conflicting with things it doesn't need to.
However, it's a decent sized mod so compatibility is an issue in lots of cases.
For full details on compatibility go to the discussion post here: Full Compatibility Notes
#Safe for: #KAI #PDT #TTS

Use my compatches for:
Other available compatibility patches:


Can you change <insert language> localisation?
If you send it to me I will add it.

My power plants aren’t producing power?
-> Read the Full Compatibility Notes

Re: Cheap Transport, Urban Centres, Construction, Trade Centers, etc.
-> Read the Full FAQ


Many thanks to nahantelhe, Ferrous, ovnxize, Starry Inori, 1230james and Grimhat for their works which inspired this.

Major Thanks to BrokenRobot, without whom my sanity would never have endured long enough for this to be published.

Language Support:
Most Localizations are done by Machine Translation!
-> Replacements are welcome from anyone!

Credit will be given to to providers of localisation content:
  • French: Zhikan

Other Translation Mods:
Independent Vietnamese Translation: [Vietnamese] Grey's Mod

#Rework #Services #MAPI
#Electricity #Urbanization
#Trade #Economy #USU #GUSU
You can support me on Patreon: [patreon.com]
Популярные обсуждения Просмотреть все (2)
1
19 сен в 7:33
ЗАКРЕПЛЕНО: Frequently Asked Questions
MasterOfGrey
Комментариев: 268
Vieille Garde 4 окт в 7:40 
Ok, thanks for the advices. I'll try Soft Pops again and see how it goes, as well as the company choices
MasterOfGrey  [создатель] 4 окт в 7:33 
Try the latest Soft Pops, until I have more data that *is* the intended other half of the migration balance. Especially for things like China which require multi-faceted balance approaches.

The urban centre migration bonuses work just fine as-is in this mod for anyone that's not actively making their own problems while playing China so it will be staying this way.
I recommend thinking about the *potential* size of your companies when you found them, and making sure you don't put >1 big company in the capital.
Vieille Garde 4 окт в 7:25 
I did build up all my states, but it is true that there were like 3 company HQs in Beijing, so you are right on that front. Originally it wasn't a problem, but once i fully industrialized and IP started to build like crazy, the problem seems to begin. Will you be updating this migration thing though? I really like what you did with the whole transport system, just kinda sad how the migration works
MasterOfGrey  [создатель] 4 окт в 7:20 
They changed how all the migration defines worked in the last patch, so it's a new world really.
Just 2 days ago I updated Soft Pops in a way that I *hope* keeps unemployment as an effective deterrent to immigration.

However, especially when you're playing a high pop nation like China, you do have to build up your other states. If all your big company HQ's are in Beijing, then you are going to have problems no matter what - that'd be a hell of your own making.
Vieille Garde 4 окт в 7:11 
Not in this game. I used it before, but i had the same problem. I thought it was because of the high SoL dragging people there so i turned it off. However, it still happened in this game so i have to ask
MasterOfGrey  [создатель] 4 окт в 7:03 
Just so I have all the info, are you also using Soft Pops?
Vieille Garde 4 окт в 6:48 
Edit 2: nevermind, one week tick later and they are now still getting more migration:

https://ibb.co/ksgY2mQY
Vieille Garde 4 окт в 6:44 
Edit: Additionally, there are other provinces where there are jobs available, but people just abandoned their jobs there to go to Beijing. After taking these pictures, however, i did noticed the game telling me that people now starts to emigrate away from Beijing by like 1.18 million per week, but i still find it weird that those massive unemployment even happened in the first place.
Vieille Garde 4 окт в 6:44 
Here are some of the screenshots of a Qing game of mine where this happened:

https://ibb.co/zWnVKLh4 (High attraction at Beijing with +190 from urban centers alone)

https://ibb.co/Gzm1tXN (13.3 million people unemployed. This was from people migrating over and not being able to get a job)

https://ibb.co/WNShMbTT (My country has a total of 13.6 million unemployed. Essentially 95%+ umemployment all focused at Beijing)

https://ibb.co/p6sYs8b7 (I already have up to 800+ trade centers. I'm trying to build more to somewhat counteract it)

https://ibb.co/tMLgWNDn (But considering the debuffs of -683.5% construction, i kinda just cant do anything)
MasterOfGrey  [создатель] 4 окт в 6:14 
It shouldn't provide enough migration to cause a serious problem... you can counteract it by making the trade centre bigger, and unemployment should generally counteract migration pretty aggressively.
If you find you really can't do anything about it, please send me screenshots, I'll have to investigate the balance of things in the new 1.10 meta.