Victoria 3

Victoria 3

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Grey's Urban Synergy Unleashed
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7.817 MB
Nov 24, 2024 @ 7:24pm
Jan 3 @ 5:37pm
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Grey's Urban Synergy Unleashed

In 3 collections by MasterOfGrey
Grey's Little Reworks
14 items
Grey's Essential Recommendations
61 items
Grey's Starter Pack
45 items
Description

(and onwards)
[github.com][discord.gg]
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.8.2

The Community Modding Framework is Required.
The others are Recommended.

*MUST have a new game - your save will explode if you either add or remove this mid-game.

This mod started as a compatibility patch designed to make 11 different mods work together. At a certain point it ended up becoming its own thing.
So, this reworks the whole urban buildings environment, and a few related touch points, to create a system with in-built synergies. Urbanization gradually increases the total construction capacity (without necessarily costing the government), railways are profitable throughout the game and have additional options, ports can now be privately owned and contribute to the transport economy, rivers can now have portage, power plants have more diversity and can be extended to powering a distribution grid (this adapts content from 'Power Plants+').

All in all, it is a system that has been designed to round off some of the sharp edge-case corners in the urban economy, and to ensure that the AI can naturally benefit from the same things the player can.


Features:
Logistics Services
Ports and railways now produce a new good called 'Logistics Services'. Rather than transport, which is of course the capacity to move goods locally, it represents the ability to organise goods to be transported - which can be done locally or coordinated from afar. Trade Centers in states without Ports use Logistics Services instead of Merchant Marine.

Urban Center & Electricity Rework
Urban Centers require twice as much urbanization per level now, and the primary PM has been rebalanced and now produces a small amount of construction. Streetlighting has been expanded to also infer general urban electricity supply and these PM's are designed to interact with the Power Plant rework to ensure that the AI can transition to a distribution grid for electricity successfully. The Power Plants are effectively the ones from 'Power Plants+', but the structure of the PM's has been reworked to ensure the AI can understand them.
Urban Centres also have mixed impacts on construction based on size and employment. See the FAQ.

Transportation Rework
Railways, Ports, & River Ports are all profitable providers of transport throughout the game, and both contribute to MAPI. Additionally, the transport economy no longer starts from 0. Subsistence farms provide transport, and basic road cart pm's consume it, so right from the start there is some transport floating around the local market. This greatly smooths out the initial industrialisation via rail. Pops also cannot switch en masse to automobiles in the late game, as the amount of their transport need that can be met by automobiles has been limited to a mere 12.5%.

Services Rework
In addition to the rebalance of Urban Centers - Government Admins now produce a small amount of services, have reduced workforce needs, and extra PM's. A new Public Green building is available to provide services. This building uses arable land, so it is naturally limited and competes with agriculture for arable land.
As part of this, Manor Houses now directly reduce state tax capacity as they use their position to try and evade taxation, and financial districts contribute to urbanization which helps to produce the services their pops consume.

Construction Rework:
PM's for construction sectors have been scaled down to 40% of their original sizes. So, in the early game it's much easier for small AI nations to maintain at least 1 wooden construction sector - which is critical to enabling the autonomous investment queue. A dynamic country modifier increases the maximum number of construction sectors to compensate so that total capacity is unchanged and no compatibility issues are introduced with technologies.

Extra Consumption:
Some buildings now consume additional goods: Naval buildings consume additional supplies to represent the specific goods in excess of pop consumption that the government would fund to support the crews while they maintain a fleet at sea. Ports also consume groceries as supplies proportional to the modernness.

Subsistence Changes:
Subsistence farms now produce small amounts of transport, services, & logistics to smooth out the economic demand shifts. This also contains an experimental boost to pop growth from empty subsistence farms that helps global population reach its intended target.


This tries to be self-contained and avoid conflicting with things it doesn't need to.
However, it's a decent sized mod so compatibility is an issue in lots of cases.
For full details on compatibility go to the discussion post here: Full Compatibility Notes
#Safe for: #KAI #PDT #TTS

Built-in compatibility for:
Use my compatches for:
  • Locomotion Land, Water, & Air (LLWA): 'USU & LLWA'
Other available compatibility patches:


Can you change <insert language> localisation?
If you send it to me I will add it.

My power plants aren’t producing power?
-> Read the Full Compatibility Notes

Re: Cheap Transport, Urban Centres, Construction, Trade Centers, etc.
-> Read the Full FAQ


Many thanks to nahantelhe, Ferrous, ovnxize, Starry Inori, 1230james and Grimhat for their works which inspired this.

Major Thanks to BrokenRobot, without whom my sanity would never have endured long enough for this to be published.

Language Support:
Most Localizations are done by Machine Translation!
-> Replacements are welcome from anyone!

Credit will be given to to providers of localisation content:
  • French: Zhikan

Other Translation Mods:
Independent Vietnamese Translation: [Vietnamese] Grey's Mod

#Rework #Services #MAPI
#Electricity #Urbanization
#Trade #Economy #USU #GUSU
You can support me on Patreon: [patreon.com]
Popular Discussions View All (3)
1
Feb 13 @ 11:59am
Qing starting income greatly reduced
Jeff
1
Sep 19, 2025 @ 7:33am
PINNED: Frequently Asked Questions
MasterOfGrey
344 Comments
MasterOfGrey  [author] Feb 21 @ 3:58am 
I consider the construction maluses a core balance feature. So no.
Saltmarine Feb 21 @ 1:39am 
can you make a version of this mod that's without urban center throughput bonuses and construction maluses?
Bandaro Feb 12 @ 4:21am 
Actually I have found it, it's MoG_USU_road_carts_subsistence, I think the issue is the birthrate has no cap, leading to ridiculous growth in areas with loads of land.
Bandaro Feb 12 @ 4:17am 
The boost to pop growth from empty subsistence farms is too step in my opinion, it anihilited my playthrough as Brasil when imported slaves started growing uncontrollably in the jungles of the Amazon, collapsing my bureaucracy as I wasn't able to build more government buildings in time. They multiplied like rats.

I think the pop growth from Ultra Historical Demographics and Population is enough, it's up to 50% for empty regions, which is enough to impact the curve in the long run. Several hundread % make the game unhistorical with unhinged growth, if your intention was adjusting the midgame labor scarcity, I think it's better to adjust automation methods than multiply people like crazy.

Could you tell me where is it located, so I can change it for myself?
Kurt Jan 9 @ 10:38am 
Than you, I'm still going to be a stickler and say features like that needs a note so people can be on guard for it.
MasterOfGrey  [author] Jan 8 @ 9:28pm 
I didn't last time I played China, no, I converted most of africa to Han very easily.
I haven't tried on this update, but since I keep finding issues with how mods load, I'm inclined to say it's related to that first and foremost.
Kurt Jan 8 @ 9:23pm 
So you don't have far far more problems to get Han to migrate away from very low migration attraction states than you do say European cultures with identical laws?
I have verified file integrity a few times as it does feel weird and very annoying, it's not very sensible or historical but I don't think it found or fixed any errors.
MasterOfGrey  [author] Jan 8 @ 8:57pm 
You may have had busted migration defines from vanilla/some other mod. I learned just 2 days ago that modded defines aren't loading in the way they're supposed to, so I suspect there are a lot of potential issues and conflicts floating around out there.
Kurt Jan 8 @ 8:43pm 
I quit the game as it felt borked/unrealistic but I think Shanxi was at 38 million pop and it was only around 1862, basically 0 migration attraction but almost nobody was migrating out and still around 1.2% pop growth which is far better than early game but still way too high to stop the runaway train.
In any case in some ways it's a license to print money, like I had ~100 level food industry there so as corp headquarters grow larger and doing so push throughput though the sky (when I quit it was ~1100% it's like I was getting 1000 food industries buildings in a state where I didn't have to pay wages for people working there and didn't have to pay construction time or money to construct, there are downsides to it of course but it's also exploitable and so detrimental to other nations that it feels broken. The gov income if nationalizing would be insane as would the goods transfer treaties.
Kurt Jan 8 @ 8:43pm 
Yeah but I think some parts of Asia have modified migration in some way as the migration attraction is low but Han are still either unwilling to migrate or actually migrate to shanxi instead of say incorporated Persian states that has greener grass for decades and actually has large amounts of available and much more critical employment (it seems to be the same for some other asian countries especially Japan) in any case the corp headquarters would still grow and the population growth in last few patches seems to far outpace the capacity for migrating away from Asian core states.