Victoria 3

Victoria 3

Essential UI
 This topic has been pinned, so it's probably important
6ap6apblckaAa  [developer] 9 Mar, 2024 @ 11:26am
Taxes&Local goods Update is out!
Hello everyone!
The Taxes&Local goods Update is out! In addition to the compatibility with the changes of Victoria 1.6, new features were also implemented.
New features!
  • Oil was added to staple goods as it is consumed on lower SoLs and Meat was added to industrial goods as it is consumed in food industries.
  • A setting was added for the infra prognosis so it can include the annoying unexpected deactivation of IG infra bonuses (i.e. Farmers Markets of Rural Folk). If turned on, the infra prognosis will deduct this bonus (if it is active) so you can restrict yourself from using it.
    Also, the infra prognosis now includes the eventual clearance of state devastation!
  • The problem with Map List, which appeared after vanilla 1.5 changes was addressed. It is now much more stable to the changes in the internal vanilla list (i.e. because of building levels being finished or deleted). And a new system was implemented, which detects changes that can still mess it up, hides affected rows with a message and autoreloads the list. In cases where it still fails to do so, you can manually reload the list with Ctrl+click on the Update button (it will light up).
  • Tax revenue and Tax capacity prognosis were added to map list for Government administration! They are placed in the produced goods position because Productivity and Max base wage column is now very useful (see below).
  • Productivity and Max base wage for Government administration now accounts for how much the building actually helps to collect taxes! As they also include the expenses on goods (as always), you can finally see were it is really profitable to build those buildings. Don't be surprised to find out that in the majority of cases it is actually a net loss even if you build them in red tax capacity states. And if you have extra unneeded bureaucracy you can sort the list backwards and delete the least profitable ones (avg/base wage is greater than productivity/mbw) and gain money for the budget.
    Remember, that in case you have negative total bureaucracy in your country, it is still very profitable to build it, even in the worst places
  • Urban center infra PMs were added to the Map List (right before Port PMs) so you can also use it for quick changes of the infra. And all of its PMGs (except ownership) were added to the State bottom, so you can also quickly access them for the infra change or fixing Local goods.
  • Speaking of Local goods - a new mode for them was added to the Map List! Accessible in the produced/consumed switch it comes with the related sorting and filtering as well. Finally you can fix Local goods of all your States in one place with all the power of prognoses, sorting and filtering! As it is a mode for your current Map List, it is recommended to open it on some industry building, so all of your States will be there.
    As this mode was under development when the vanilla 1.6 came out of the blue, it is a little bit unfinished on the prognosis+ side. But I still decided to release it with all new features so that I don't have to fork the code too much, and I also think it will still help a lot.
  • Several bugs of balance calculations, which appeared in rare cases, were fixed. Although they gave small discrepancy and in exotic cases, they were still found and squashed.
    • Prognosis+ now correctly accounts for new throughput bonus on existing and queued building levels.
    • Hiring balance now does not increase slightly when adding levels to the queue for fully unemployed buildings.
    • Construction balance now correctly accounts for new throughput bonus on existing building levels for fully unemployed buildings.
    • Negative balance warning now does not include phantom 0-level buildings.
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. Maybe the devs will release the required access, or maybe I'll figure something else out.
  • Support the vanilla updates. At least the ones, that don't significantly break the mod.
Last edited by 6ap6apblckaAa; 9 Mar, 2024 @ 11:37am
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Showing 1-4 of 4 comments
linxuhao 11 Mar, 2024 @ 2:06pm 
The mass build panel (where you choose how many level you want to add for given building, each line represents a state) sometimes bug at loading data (can only be fixed by restarting the game)
6ap6apblckaAa  [developer] 11 Mar, 2024 @ 3:10pm 
Originally posted by linxuhao:
The mass build panel (where you choose how many level you want to add for given building, each line represents a state) sometimes bug at loading data (can only be fixed by restarting the game)
What bug exactly? Reloading system was designed for one of the cases. Did the update button light up? Did you try to ctrl+click on it?
linxuhao 12 Mar, 2024 @ 5:19pm 
Hello, thank you
Ctrl click the reload button when it get blocked indeed fixes the issue
Gekoeko 15 Mar, 2024 @ 11:36am 
Thank you for your plans in keeping this mod functional!
I absolutly love it, I hope this game may peak your interest again, top tier work you've got here!
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Showing 1-4 of 4 comments
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