Victoria 3

Victoria 3

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fullerfamily Mar 20, 2024 @ 5:33pm
Struggling with local Services/Transport/Electricity
I am having a hard time balancing the local Services/Transport/Electricity. The only way to manage this seems to monitor each state individually and adjust as slight changes can cause the state economy to collapse. This is not fun.
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Showing 1-10 of 10 comments
rubish 1 Mar 20, 2024 @ 6:30pm 
theres a mod to change it to not be local anymore im pretty sure, thats what i use

called remove local limit
Last edited by rubish 1; Mar 20, 2024 @ 6:31pm
fullerfamily Mar 20, 2024 @ 7:18pm 
Maybe I will do that. Obviously these should be local resources, but it is just too much work to run them efficiently. I don't want to spend my entire game at the state level adjusting individual structures.
rubish 1 Mar 20, 2024 @ 8:22pm 
yeah im pretty sure thats why i did it too
6ap6apblckaAa Mar 21, 2024 @ 1:27am 
Yes, it is that frustrating since they made them local. I recommend ignoring them completely, you won't actually loose much.
fullerfamily Mar 21, 2024 @ 5:26pm 
Originally posted by 6ap6apblckaAa:
Yes, it is that frustrating since they made them local. I recommend ignoring them completely, you won't actually loose much.
I was not able to ignore them. Once I turn on the rail transport for rural goods I am forced to play the "local rail balancing minigame" in each state. If it was a small penalty for ignoring it I would be fine, but industry goes to crap when they have top pay +75% for goods transportation. I assume it is the same when I start building electricity. I will have to build exactly enough electric plants to perfectly balanced state demand, or both industries will become unprofitable and collapse.

Sorry for the rant. This part of the game is really killing the experience for me.
SolGuardian Mar 21, 2024 @ 5:56pm 
What I usually try to do is build one railroad and one power plant in each state. I then set the two buildings to auto build.

If you build a lot of buildings at once in a state or change the building methods that requires a lot of demand I recommend adding some more of the building to that state or major states and letting the construction sector fix the rest.

For states with low levels of workers with productivity issues I recommend subsidising the power plants


Since demand is local at least one of each building is required a state for the auto build option to determine the need for the building to be built
Last edited by SolGuardian; Mar 21, 2024 @ 5:59pm
Dave Reckoning Mar 21, 2024 @ 11:30pm 
Originally posted by SolGuardian:
What I usually try to do is build one railroad and one power plant in each state. I then set the two buildings to auto build.

If you build a lot of buildings at once in a state or change the building methods that requires a lot of demand I recommend adding some more of the building to that state or major states and letting the construction sector fix the rest.

For states with low levels of workers with productivity issues I recommend subsidising the power plants


Since demand is local at least one of each building is required a state for the auto build option to determine the need for the building to be built
I do similar, and I think it's good advice.

But for clarity, when you say let "the construction sector fix the rest", do you mean "let the *private* construction queue fix the rest"? (and so you'd have to not have disabled the Private Construction queue before starting the game, as some here advise.) or do you mean let the auto-build function fix the rest?
Last edited by Dave Reckoning; Mar 21, 2024 @ 11:35pm
6ap6apblckaAa Mar 21, 2024 @ 11:55pm 
Originally posted by fullerfamily:
Originally posted by 6ap6apblckaAa:
Yes, it is that frustrating since they made them local. I recommend ignoring them completely, you won't actually loose much.
I was not able to ignore them. Once I turn on the rail transport for rural goods I am forced to play the "local rail balancing minigame" in each state. If it was a small penalty for ignoring it I would be fine, but industry goes to crap when they have top pay +75% for goods transportation. I assume it is the same when I start building electricity. I will have to build exactly enough electric plants to perfectly balanced state demand, or both industries will become unprofitable and collapse.

Sorry for the rant. This part of the game is really killing the experience for me.
If you use green PMs, then yes, you'll have to engage. I personally don't use them, because they are profitable only at about 10 base wage, so it is better to build more buildings and employ more people.
As for electricity, it is also frustrating, and I recommend setting it to government run and subsidised to ease your pain.
fullerfamily Mar 22, 2024 @ 3:54am 
You all have me convinced. I will try it this weekend. Thanks.
SolGuardian Mar 22, 2024 @ 6:34pm 
Originally posted by Dave Reckoning:
Originally posted by SolGuardian:
What I usually try to do is build one railroad and one power plant in each state. I then set the two buildings to auto build.

If you build a lot of buildings at once in a state or change the building methods that requires a lot of demand I recommend adding some more of the building to that state or major states and letting the construction sector fix the rest.

For states with low levels of workers with productivity issues I recommend subsidising the power plants


Since demand is local at least one of each building is required a state for the auto build option to determine the need for the building to be built
I do similar, and I think it's good advice.

But for clarity, when you say let "the construction sector fix the rest", do you mean "let the *private* construction queue fix the rest"? (and so you'd have to not have disabled the Private Construction queue before starting the game, as some here advise.) or do you mean let the auto-build function fix the rest?


I meant the auto built option, it will just keep building them one level at the time.
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Date Posted: Mar 20, 2024 @ 5:33pm
Posts: 10