Victoria 3

Victoria 3

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Upgraded Ports
   
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File Size
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1.939 MB
Mar 20 @ 9:20am
Mar 20 @ 9:49am
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Upgraded Ports

In 1 collection by Fangslash
Upgraded Infrastructure
2 items
Description
I've always thought the vanilla port is lacking, as it only provides convoys and a little bit of infrastructure, on top of having a level limit. From a gameplay balance point this makes sense, but I wanted to upgrade it to be something more.

This mod overhauls the port building. It is similar to my Upgraded Railways Mod, and they are designed to work together.

Summary
Ports now have freight and ferry operations: The base PM of ports now gives a little transport, decent amount of market access as well as convoys, and there is no longer a level limit. Added a secondary PM that generates transport using clipper, steamer, and in the late game oil. This makes the port function similar to railways, but with its own advantage and disadvantages. Ports now cost more to build.

Tech rebalance: Since port level limit was removed, technologies that used to increase port max level now provides a throughput bonus.

Private ownership: Ports now have a ownership mode, where you can delegate the building to your pops.

Details

Balance Changes
All technologies that used to give max port level now gives from 5 - 20% port throughput depending on tech era. The maximum throughput bonus is +70%.

Ports now requires 600 constructions to build, up from 400 in vanilla.

Ports no longer have a level limit.

Production Methods

Base PM: Similar to vanilla PMs, but now gives some

Anchorage: +5 infrastructure, +20 convoys, no market access. +100 Clerks, +300 Labourer.

Basic Port: +15 infrastructure, +15 transport, +150 convoys, +2.5%+0.1% per level market access. -5 Clippers, +1500 Clerks, +3000 Labourer, +500 Bureaucrats.

Industrial Port: +25 infrastructure, +20 transport, +200 convoys, +5%+0.2% per level market access. -5 steamer, -5 coal. +1000 Clerks, +2000 Labourer, +500 Machinist, +500 Bureaucrats.

Modern Port: +40 infrastructure, +30 transport, +300 convoys, +5%+0.3% per level market access. -5 steamer, -5 oil. +500 Clerks, +750 Labourer, +250 Machinist, +500 Bureaucrats.


Secondary PM: Decides what passenger ferry the port is running. Costs extra resources.

Cargo Prioritization: no modifier.

Wooden Ferries: +40 transport. -5 clippers. +500 Clerks, +1500 Labourer, +500 Machinist.

Steel Ferries: +60 transport. -6 steamers. +500 Clerks, +1000 Labourer, +750 Machinist, +250 Engineers.

Modern Passenger Ferries: +90 transport. -6 steamers, -3 oil, -5. +500 Clerks, +500 Bureaucrats, +1000 Machinist, +500 Engineers.

This is designed so the port is slightly more productive than the average consumer goods industry if considering only transport. Compare to trains, the port is more productive at the cost of oil. The port is also significantly better per construction as it only costs 600 compare to railways' 800 construction.

Ownership PM: Similar to railway ownership PM, except government run is always enabled, as historically ports relies more heavily on the government.

Compatibility
Not compatible with mods that changes the port building and production method.

Future plan
Images of seconday PM is borrowed from the railway carriages, might be good to create some dedicated icons instead

Credit
Stock photo from Pexel under Free use

Check out my other mods!
Upgraded Railways
1 Comments
Fazair Apr 26 @ 8:14am 
in my game as the qing, the uk doesnt have convoy because its port are not profitable (low transportation demand) and doesnt want to subsidized it
the mod i use and its order:
- upgraded railways
- upgraded ports
- foreign investment and dividend