Victoria 3

Victoria 3

Minor Economy Modifications
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Update: Nov 20, 2022 @ 9:59pm

(fixed revert, ignore)

Update: Nov 20, 2022 @ 9:59pm

bad revert (ignore)

Update: Nov 20, 2022 @ 9:40pm

Update 2.1.0: (Vanilla 1.0.6 checksum (0731))

  • The Gas Streetlight-Coal Streetlight gamerule has been moved to the Production Method level due to issues with Gamerules.
  • The Economy Scale gamerule is broken, please be patient, Pdx has apparently removed the ability for gamerules to change defines (as it was possible in CK3) This but will be addressed when the functionality is put back in. Until then the mod defaults to a x3 economy scale.
  • Localizations made for all languages!
  • Minor gamerule fixes

Update: Nov 4, 2022 @ 4:13pm

* patched version number

Update: Nov 4, 2022 @ 4:05pm

Update 2.0.0: (Vanilla 1.0.5 checksum (d7bd))
* The ratio of buy-to-sell orders for max price is now a gamerule.
* Featuring x10, x3, x2 x1 ratio settings, increasing in difficulty each level. x10 is the easy, sticky price option, where x1 makes prices very volitile, like investing in crypto.
* The Modification to Urban Centers to use oil is now a game rule allowing you to switch the Vanilla's "Coal Gas" interpertation of Gas lamps. Default ruling is still using the Whale Oil/Kerosene interpertation.
* The "railway ownership" bug has been patched!
* The "negative migration from gold fields" bug has been patched!

Update: Nov 3, 2022 @ 4:20pm

Update 1.2.3: (Vanilla checksum (3751))
* Modified the ratio of buy-to-sell orders for max price to 3 , this significantly shrinks the price change window.
* Assuming defines can be tied to gamerules, this may be more customizable in the future, which I'd like it to be, but unfortunately I've not yet discovered a way to make it so.

Update: Nov 2, 2022 @ 7:20am

Update 1.2.2: (Vanilla checksum (8f70))
* Updated to Vanilla 1.0.4

Update: Nov 1, 2022 @ 2:49pm

Update 1.2.1: (Vanilla checksum (d4c1))
* fixed Oil requirement for urban centers, they now consume 0.1 oil, instead of 10. this means the UK can actually light its streets at the begining of the game.
* fixed the thresholds for "cheap" and "expensive" goods to reflect the broader range better.
I will be looking to move the oil requirement to a togglable gamerule in coming versions.

Update: Oct 31, 2022 @ 1:54am

Update 1.2.0: (Vanilla checksum (d2a0))
* Good shortages now trigger when <1% of a good can be purchased instead of when <50%
* Subsistence workers now consider their average wage to be £5.00 instead of £15.00. This should incentivize working for a wage significantly more and make industrializing somewhat easier.
* Prices are now change more reasonably. (the ratio of buy-to-sell orders for max price is now 10 instead of 2).
* Gas Streetlights now actually use oil (gas) instead of coal. This gives oil an actual use early/mid game which reflects the whaling economy of the 19th century which drove some species into extinction
* Gold fields now add migration pull instead of just multiplying it
* New production icons!

Update: Oct 26, 2022 @ 5:48pm

Update 1.1.0: (Vanilla checksum (f8d4))
* Wages can change significantly faster
* A country's credit is determined by their GDP + the cash reserves of their buildings, other modifiers like a base credit have been removed. Credit will be hard to come by for small nations, but for larger ones, you can easily crash into 200% of GDP debt if you're not careful.
* Gold reserves are now limited directly by your GDP, rather than being 10% of GDP. Those prewar savings can grow significantly more now.
* Subsistence workers now consider their average wage to be £1.00 instead of £15.00. This should incentivize working for a wage significantly more and make industrializing somewhat easier.