Victoria 3

Victoria 3

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More Efficient Steel
   
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May 10 @ 2:03pm
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More Efficient Steel

In 1 collection by Reman
Reman's Vic3 mods
4 items
Description
Steel sucks.

In vanilla, a recipe like Open Hearth Process uses 30 coal and 90 iron, and if you use the Rotary Valve Engine automation PM, the total input goods goes to 40 coal, 90 iron, and 5 tools. In exchange it produces 120 steel. At base prices, 100% MAPI, and no wages paid, the cost of the input goods is 5000 and the sale price of the output steel is 6000, which is a 20% profit. Of course, MAPI will rarely be at 100% and workers demand wages, so the actual profit will usually be much lower, sometimes to the point of nearly disappearing altogether. Steel is a load-bearing good in this game as it was in real life, and I always found it disappointing how unprofitable it was. This has downstream implications for things like motors which are also nearly unprofitable at base goods prices.

Here's a list of the profit margins for all the steel recipes assuming Rotary Valve Engine, 100% MAPI, no wages, and base good prices:

  • Blister: 8.33% profit
  • Bessemer: 18.42% profit
  • Open Hearth: 20.00% profit
  • Arc: 19.05% profit

What this mod does is make steel recipes a bit more efficient by increasing the amount of steel output by each recipe. The precise adjustments are

  • Blister: 65 steel --> 70 steel
  • Bessemer: 90 steel --> 100 steel
  • Open Hearth: 120 steel --> 150 steel
  • Arc: 150 steel --> 220 steel

The profit margin then becomes:

  • Blister: 16.67% profit
  • Bessemer: 31.58% profit
  • Open Hearth: 50.00% profit
  • Arc: 74.60% profit

These profit margins are much more in-line with other goods like tools (which has a profit% of 14%, 30%, 56%, 87% for its 4 recipes assuming Rotary Valve Engine). This should allow you to become a proper steel baron while not being too crazy that it overwhelms the spirit of the game.
5 Comments
MegaDeth May 18 @ 3:40pm 
That I can do :) hehe
Reman  [author] May 18 @ 11:56am 
@MegaDeth The units of goods have always been arbitrary, like how motor industries turn 30 steel into 40 engines, or how grocers turn 40 grain into 45 groceries. Many industries are only reasonably profitable with this sort of thing, as otherwise the base prices + wages would make them insolvent. Just assume a "unit" of iron is much larger than a "unit" of steel and everything is fine.
MegaDeth May 18 @ 12:35am 
You know, having one iron magically transform into two steel is kind of insane to begin with.
I thought this mod would make iron transmute to steel, so 1:1, instead of widening the gap further ... lol
Reman  [author] May 17 @ 1:25pm 
@Mañana This mod doesn't change AI build priorities directly. If anything this should make it a little easier for the AI by making steel less of a trap. The AI sucks for a billion other reasons so I can't really comment on their lack of consumer goods.
Mañana May 16 @ 11:24am 
Wouldn't this cause the same problems currently tools do, that is the AI overbuilds them due to their high profitability instead of focusing on consumer goods?