Victoria 3

Victoria 3

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The Alternating System
   
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8.117 MB
10 Jul @ 8:41am
30 Jul @ 11:23am
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The Alternating System

Description
⚡ Alternating Current Network – Market-Wide Power Grid for Victoria 3

The Problem:
The introduction of electricity in Victoria 3 comes with a major issue: electricity is treated as a local good, making the transition to power-based production methods very micro-management-heavy. At the same time, it’s not historically accurate for a fully connected national power grid to exist the moment electricity is discovered.

This Mod’s Solution:
This mod introduces a market-wide power grid based on alternating current (AC), unlocked through a later technology.

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🔧 Core Features

• New Good: Alternating Current (AC)
Electricity is split into two types:
  • Direct Current (DC): Local good, behaves as electricity does in the base game. Consumed by pops and buildings.
  • Alternating Current (AC): A new good that can be traded across the national [concept_market] (but not the world market).

• New Technology: “Alternating Current Generation”
Unlocks the new AC good and adds new production methods to power plants. Coal- and oil-based power plants begin producing alternating current, while early generators continue to output direct current.

• Automatic Substations
Every month, each state is checked and a substation is automatically built if needed:
  • If the state has a shortage of DC, the substation converts AC to DC.
  • If the state has a surplus of DC, the substation converts DC into AC, making it available to the rest of the market.
  • At the bottom of the State Building View, you can change the target AC (local electricity) price in a range from -20% to +20%.

→ This entire process is fully automated — the player doesn't need to manage it manually.

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📦 Example Scenario

Wallonia produces 500 DC, but only 200 is consumed locally → surplus of 300.
A substation automatically transforms the surplus into 240 AC (with loss factor applied).

Flanders switches its wood industry to electric chainsaws, creating a demand for 200 DC.
A substation is built there and converts 240 AC into 200 DC.
→ Power demand in Flanders is met — without any power plant in the state!

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⚙ Technical Details

• Substations are always level 1 and state-owned
• They are automatically subsidized (unless the player disables subsidies)
• Conversion losses are about 1.2:1 (e.g., 6 input → 5 output)
• Each state attempts to maintain a local DC balance of ±0 — regardless of AC market price

Note:
If there is a shortage of AC on the market, the resulting high prices can make the upkeep of substations expensive for the country. On the other hand, if AC is cheap, the country might even profit from running them.

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🛠 Development Roadmap

This mod is still in development and serves as a working preview. Bugs may occur, and additional features are planned, such as:

  • Substation privatization

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💬 Feedback Welcome

If you have suggestions, ideas, or find a balance issue, feel free to share it in the comments!
21 Comments
This mod conflicts with the GORA UI mod, probably with other UI mods too i think because of the little percent bar at the bottom
Gabrysiovic 31 Jul @ 9:49am 
Also, how important is subsidising the substations? It's a huge drain on nation income, while disabling it didn't seem to break stuff. Maybe disabling it by default would be wise?
Dubbe  [author] 30 Jul @ 11:24am 
@Gabrysiovic thanks for your advise, i could fix the bug :)
Gabrysiovic 30 Jul @ 5:47am 
From what I see, you have a bug in on_actions file. Before the "effect" bracket, you need put another one with the name of your effect (for example Electricity = { ... }). That way, no setbacks at 0% law will be fixed. Feel free to DM me about it. I've coded a solution for myself.
kido 29 Jul @ 2:15pm 
Hi, if anyone has been having an issue with laws not getting a setback at 0% this mod may be one of multiple that causes it. So far I've traced it to either this mod, or Expertise for PMs.
Pury 27 Jul @ 1:36pm 
In the buildings window, at the bottom, the text "electricity_price_equilibrium" appears. I think it's missing a localization file.
Sashimi_knife 21 Jul @ 7:05am 
Thanks for the great mod! I have created a Japanese translation MOD.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528748053
SolidSpaceDisk 19 Jul @ 7:59am 
goated
Floor 18 Jul @ 5:03pm 
tech and res compatibility would be pog
Kascark 17 Jul @ 7:15am 
is this compatible with tech and res?