Victoria 3

Victoria 3

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Anbeeld's Stockpile Economy
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2.744 MB
May 18, 2024 @ 8:57am
Feb 15 @ 9:49am
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Anbeeld's Stockpile Economy

Description
Description


Anbeeld's Stockpile Economy aka ASE is a mod that aims to implement a general stockpile system in Victoria 3. The goal is to make it feel like a natural, useful and important part of the game that fits well into its market design. It has a friendly UI and helpful tooltips, can be used by both players and AI countries and is optimized to impact performance as little as possible.

The mod allows you to set Price Targets for all goods individually, and then the Stockpile of your country will buy them when the price falls below Saving target and sell when it's above Spending target. Naturally, Saving costs money for the government, while Spending means you'll get the money back, as in both cases you buy and sell goods directly in the market.

Stockpile is stored on a state basis. You can control what goods and in which states you want to Stockpile with mod's UI. Game Rules are there as well to customize how the system works.

Paradox Forum[forum.paradoxplaza.com]
Paradox Mods[mods.paradoxplaza.com]
GitHub Repo[github.com]

[buymeacoffee.com]

Compatibility


Works absolutely fine when added to existing saves without the mod.

To remove the mod during the playthrough you need to open the "Decisions" tab and activate "Remove everything related to stockpiling" decision, then exit the game and disable the mod. Without doing it there will be problematic leftovers. The decision has no effect in multiplayer.

Doesn't work with non-vanilla goods out of the box, but it's very much possible to create compatibility patches, see "tools" directory in the GitHub repo[github.com]. You can still use ASE with mods that add new goods even without a patch, but you won't be able to stockpile them.

Performance


A lot of time and effort were put specifically to make sure the mod affects game's performance as little as possible. Some parts of the code were reworked 3+ times just because of this without functionality changes. But there's always room for improvement, so I'll try to further optimize it.

Another concern is usage of hidden buildings for stockpiling, which affects performance a bit. Unfortunately there's no way to avoid this issue, but I did my best to minimize the impact it has.
Popular Discussions View All (1)
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Jul 18, 2024 @ 2:02pm
Load order?
Riekopo
99 Comments
E Apr 26 @ 8:22am 
Is there a version without all the customization options?
I mean, I appreciate it but there are 11 different game rules, and a decision that just never goes away.
Dath Feb 26 @ 8:28am 
Any chance you could make the "stockpiling of X" not be expanded by default? It adds a lot of extra scrolling when checking trade routes on goods.
Anbeeld  [author] Feb 15 @ 9:55am 
Updated to version 1.1.4
– Added German translation by KushGene.
KushGene Feb 1 @ 3:47pm 
I have sent a pull request on the GitHub repo for German translation.
Dunkin' Darius Jan 20 @ 9:15am 
Not something I'm personally interested in but damn that's impressive you got this to work so well!
ExpedientFalcon Jan 14 @ 5:19pm 
It looks like the game rules issue is not related to this mod after all, it seems to be a bug in the base game where game rules for mods get reset to defaults if you select them before selecting a game objective.
zzzptm Jan 11 @ 1:07pm 
I can send a save game. Would you be able to work with me on the issue in Discord? (my server link on my YouTube channel page)
Anbeeld  [author] Jan 11 @ 1:04pm 
@zzzptm
Could you please send me a game save with the issue where market UI causes the game to slow down? I wasn't able to reproduce it myself.
ExpedientFalcon Jan 10 @ 4:13pm 
Changing the game rules for which goods to stockpile by default for either the player or the AI does not seem to be working, it is always using the defaults (Military Only for player and Military + Most Industrial for AI).
溜溜橙 Jan 10 @ 4:48am 
amazing! to make this game complete!:steamthumbsup: