Victoria 3

Victoria 3

Essential UI
 This topic has been pinned, so it's probably important
6ap6apblckaAa  [developer] 24 Aug, 2023 @ 6:33am
Full list of changes
Because Steam description is limited to 8000 characters, more elaborate text here.

Overhauls economic UI (Market Panel, Building Map List, State Buildings Tab, Alerts) to finally allow you to figure out where the problem is and to balance your economy

Mod compatible with Victoria 3 v.1.6.2

Taxes&Local goods Update is out! See additional info here

Tired of clicking through each state/building and still not figuring out how to balance your economy? This mod makes it easy!

Changes
This mod does not change any gameplay, it only changes the ui so you can get the needed information.

State Panel - Bulidings Tab
Buildings list
Most changes here are to make the info available at glance without having to drop into the building screen.
  • + PM buttons to be able to see their status and to change them around
  • + average annual wage below the productivity to be able to compare them and figure out the gap
  • + max base wage mode (see below)
  • + striped background for buildings currently under construction
  • + under construction progress bar with remaining weeks
  • + red outline for buildings with negative balance
  • + an icon after red not hiring warning to tell the reason of it (money symbol - negative balance, red cross - not enough qualifications)
  • + number of remaining unfilled jobs and a percentage progress bar
  • + gold color if building level is higher than economy of scale cap plus one, same on queued levels
Fixed bottom
Here we add important total values of the state
  • + delta between available labor and next hire (which will occur by the end of the week) to see if you're ok for this week
  • + delta between available labor and normal hires (all except for not hiring - jobs that buildings don't hire because of negative balance) to see if you're ok for all jobs
  • + labor prognosis (after normal hires and construction) to see if it's ok to queue more buildings
  • + labor auto (amount of labor that will appear if you enable green PMs) to see this hidden available labor
  • + available jobs (normal hires)
  • + jobs in subsistence building to see the pillow you have until unemployment will happen
  • + jobs auto (jobs that will appear if you disable green PMs) to see these hidden available jobs
  • + next hire (see decription above)
  • + jobs under construction (from queued buildings in the future)
  • + not hiring (see decription above)
  • + annual pop growth so you can account for it if available labor is tight
  • + infrastructure balance
  • + infrastructure balance prognosis after all changes to see the infra result you'll get
  • + number of buildings under construction for an overall estimate of future additional labor and infrastructure usage
  • + railroad/port PMs and expand buttons so they are readily pinned for change without scrolling
  • + urban center PMGs for quick access also
  • + infrastructure usage/production under construction (future usage/production of buildings under construction) to see the future infra per building
  • + main qualifications breakdown (that are usually the bottlenecks)
  • + local goods prices prognosis and update button (to quickly see the result of queuing buildings there)

Market Panel
These are actually the main changes - values that correct goods balance to see the problem and figure out which and how many buildings to build
  • + lots of sorting, including by prognosis (see below) with alt+click
  • + construction goods and goverment goods (both which are really used) filters
  • Changed military goods filter to show all really used goods (for foreign markets - all possible military goods)
  • Changed staple filter to show goods consumed by pops with <15 wealth
  • Changed luxury filter to show goods consumed by pops with >=15 wealth
  • Changed industrial filter to show all goods used by manufacturing industries
  • + tooltips for military, construction and government filters to show related budget expenses
  • + tooltips for staple and luxury filters to show related strata summary
  • Rows are condensed as in other popular mods
  • + good policies buttons (as in Improved Market Details Mod) to change them at glance
  • + hiring balance (additional balance that will occur after buildings finish normal hires)
  • + construction balance (additional balance that will occur after buildings finish constructing except military buildings due to technical limitations)
  • + mobilization balance (additional balance that will occur after buildings demobilize and deconscript, shift+click to add to total balance prognosis)
  • + trade balance (additional balance that will occur after trade routes cancel)
  • + not hiring balance (additional balance that will occur after you fix buildings not hiring - i.e. because of negative balance, shift+click to add to total balance prognosis)
  • + total balance prognosis (after hiring and construction)
  • + potential increase of mobilization balance in tooltips
  • + good price prognosis (after hires and construction will finish)
  • + update button and auto update when opening this panel (values above are cached to increase performance)
  • + buildings under construction and quick build by clicking them (buildings that produce or use this good) and a button to hide them and show productivity or max base wage
  • + productivity span and it's prognosis of related buildings (after hires and construction will finish) to see if it's ok to build more (red outline if related building balance is predicted to be negative)
  • + max base wage span and it's prognosis of related buildings (after hires and construction will finish) to see the lowest wage they can afford
  • + good balance prognosis, price prognosis, productivity span with prognosis and max base wage span with prognosis to standard good tooltips

Build Buildings Map List
This panel is populated with new values from state and market
  • + total number of buildings of this type under construction
  • + info for goods produced by this building type from market (i.e. balance corrections, buildings under construction)
  • Changed into paged list to reduce lag for large number of states
  • + lots of sorting and filters, including by prognosis with alt+click and with saving presets
  • + buildings/states mode switch (see below)
  • + productivity/max base wage mode switch (see below)
  • + switch to show related qualifications instead of labor
  • + switch to show prognosis+ instead of prognosis (prognosis if the building will be built there)
  • + switch to show produced/consumed goods and local prices instead of jobs
  • + switch to show local goods to fix them all in one place
  • + tax revenue, tax capacity prognosis and tax collection prediction included in the productivity/max base wage for government administrations
  • + update button and auto update on opening this panel (as in market)
States mode
This mode is useful when constructing new buildings
  • + resource buildings icons to see what other important resources are in state before building there (ctrl+click to highlight really important ones in all states)
Buildings mode
This mode is useful to change current buildings PMs because you can sort in this list as opposed to the Buildings tab
  • Only non zero level buildings are shown in this mode
  • + bulk PM buttons to change all buildings at once
  • + amount of goods produced and used to see the real values as opposed to incorrect vanilla tooltips
  • + PM buttons
All modes
These additions are for both modes
  • + not hiring status as in state
  • + separate icon for still incorporating states with progress bar
  • + occupancy progress bar on the whole state button
  • + striped background for buildings currently under construction
  • + special background for zero level buildings instead of transparent numbers (because you still need to see them clearly)
  • Changed building button click to go to state instead of building because this mod should remove the need to go to building screen (also, you may need to go to state even if there are zero levels)
  • + red outline for buildings with negative balance as in State
  • + new values from state (jobs/labor/etc)
    • Labor prognosis
    • Number of buildings under construction in state (not only of this type)
    • Infrastructure prognosis
    • Railway/Port/Urban Center PMs and expansion buttons
    • Unemployed/peasants separately
    • Labor auto (shift+click to add to Labor prognosis)
    • Pop growth (on mouse hover)
    • Subsistence jobs (on mouse hover)
    • Qualifications (on single mouse hover)
    • Normal hires
    • Not hiring (shift+click to add to Labor prognosis)
    • Jobs auto
    Productivity mode
    This mode is useful when aiming for productivity of buildings
    • + Current productivity
    • + Productivity prognosis instead of vanilla one (highlights if lower than avg wage, column header also highlights)
    • + Average annual wage to compare to it
    Max base wage mode
    This mode is useful when aiming for best base wage
    • + Max base wage (maximum base wage - e.g. laborers - this building can afford)
    • + Max base wage prognosis after all the changes
    • + Current base wage
  • + construction efficiency warning icons for 2 thresholds (-50% and -25%)

Alerts
New alerts to keep you from the edge of the seat - game will tell you when the problem occurs
  • Market access (vanilla): + infrastructure with prognosis and remaining construction weeks of railway/port to see if the problem is fixed already
  • Infrastructure prognosis is low - to see it the moment too much is queued
  • Insufficient labor for next hire - to free up some workers
  • High unemployment with available jobs auto - to employ by turning some green PMs off
  • High unemployment with no available jobs auto
  • Construction is wasted
  • Infamy is low - time for war!
  • Low SoL (vanilla): + hire delta, unemployed, peasants and jobs auto to see if anything can be done quickly
  • Legitimacy is low (custom) - select the threshold you want in the Topbar settings
  • Colonial growth wasted - to start colonizing more
  • State can be incorporated - to not forget to do it asap
  • Bureaucracy is low - select the threshold you want in the Topbar settings
  • Convoys are low - select the threshold you want in the Topbar settings
  • Unspent innovation is low - select the threshold you want in the Topbar settings
  • Excess influence is low - to see when your infamy decay is not maxed

Topbar
Normal mode
  • + unemployed/peasants
  • + legitimacy
Alert settings mode
Alert settings are here
  • + legitimacy alert threshold (choose when the alert will show up)
  • + insufficient labor for next hire alert threshold (choose when the alert will show up)
  • + bureaucracy is low alert threshold (choose when the alert will show up)
  • + convoys are low alert threshold (choose when the alert will show up)
  • + unspent innovation is low alert threshold (choose when the alert will show up)
Settings mode
Customizable settings are here
  • + Build Buildings Map List page size
  • + construction queue poll delay (choose UI responsiveness and performance tradeoff)
  • + treat urban center transport pms as labor saving green pms (they lower labor but also have production)
  • + deduct IG infra bonuses (i.e Farmers Markets) from infra prognosis (because they will eventually dissapear when you don't expect anyway).
  • + disable cache autoupdate on opening panels
  • + don't take Public Motor Carriages into account in "can be upgraded" filter on Transportation

Performance
Performance was tested on an average CPU of i5-4570 with Germany with 2B GDP, 350M pops and 150 states. Largest fps drop was to 30 on Map List and weekly progression of 20s.

Supported Languages
All languages have english added to them as default to at least be able to see english text instead of techincal keys

Future plans
Currently game doesn't spark much interest in me so it is unlikely that any big features will be released any time soon. However, here is what I'd like to do:
  • Fix the construction balance for military buildings somehow
  • Support the vanilla updates

Acknowledgements
EssentialUI discord[discord.com] where you can ask questions in that format, if it is more convenient for you.
Last edited by 6ap6apblckaAa; 12 Sep @ 9:55am